Pathfinder Campaign Setting: Irrisen—Land of Eternal Winter (PFRPG)

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Pathfinder Campaign Setting: Irrisen—Land of Eternal Winter (PFRPG)
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Far to the north lies a realm that the seasons never touch, where snow lies heavy on the ground all year and winter never releases its icy grip. A country ruled by White Witches with hearts as cold as the north wind—the daughters of the Queen of Witches herself, Baba Yaga—and supported on the backs of a conquered, enslaved people. A place where frost giants and hateful fey are respected citizens, and winter wolves stalk the streets in human form. This is the nation of Irrisen, a land cloaked in unceasing winter for 1,400 years.

Irrisen, Land of Eternal Winter presents a comprehensive overview of this frigid kingdom, where the imperious control of the ruling class stifles the residents just as strongly as the harsh, never-ending winter.

Inside this book, you'll find:

  • A detailed exploration of the nation of Irrisen, from the icy fey stronghold of Feyfrost to the frozen forest of Hoarwood, including an extensive timeline of Irrisen's history and notes on traditional Irriseni holidays.
  • Detailed maps of Irrisen's six provinces and half a dozen of its most important towns and cities, from Queen Elvanna's capital of Whitethrone to the industrial town of Morozny.
  • Complete stat blocks for each of Irrisen's provinces and their capitals, detailing major settlements and notable denizens.
  • Numerous sites and events where adventure can be found, as well as hazards and afflictions that threaten visitors to these snowy lands.
  • A bestiary of new monsters and NPCs from Irrisen, such as Baba Yaga's Three Riders, the boreal creature template, and sample winter witches.

Irrisen, Land of Eternal Winter is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.

By Mike Shel

ISBN-13: 978-1-60125-486-3

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

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Fantasy Grounds Virtual Tabletop
Archives of Nethys

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Super . . . COOL!

5/5

The subtitle to this book in Pathfinder's Campaign Setting line immediately sums up the essence of Irrisen: it's a place of perpetual winter. Cursed by the witch Baba Yaga, Irrisen is a foreboding land ruled by witch-queens placed upon the throne by Baba Yaga herself and even the cities are full of dangerous, intelligent monsters like winter wolves, frost giants, ice trolls, and more. The peasantry are governed with strict rules and prohibited from leaving Irrisen for more inviting places, and even merchants and adventurers who travel to Irrisen from elsewhere do so at their own risk. Irrisen isn't an easy place to live, because if the weather doesn't kill you the inhabitants very well might. Although released to support the Reign of Winter adventure path (which takes place in Irrisen), this book works very well as a standalone source-book for GMs wanting to set other campaigns in the nation. The inside front cover of this 64-page book features a map of Irrisen, showing how it's been divided into six different provinces, each ruled by a different winter witch Jadwiga (descendant of Baba Yaga and of Irrisen's first queen).

The first six pages of the book give an introduction to Irrisen and a history of its centuries-long rule by the winter witches. Unlike some histories of fictional lands, this one is quite interesting and has on-going resonance for the "present day" state of the setting.

Next, the bulk of the book is devoted to a full summary of each of the six provinces, including their ruler, major cities, and other locations of note. Each province receive six pages of coverage, and includes a map of the province, a map of the province's capital, and a picture of a notable NPC. I won't go through the six provinces as they all share a common overall theme, but I will say I very much appreciated that a lot of work was put into making the descriptions full of adventuring hooks for a GM to exploit. Sometimes even the best GMs need inspiration, and it's much more interesting to read a source-book like this if its relevance to actual game-play is clear from the outset.

After the provinces, a six-page "Plots and Perils" section provides more detail on some particular places for adventure and potential storylines to involve the PCs. Using any of these would still require a lot of work by a GM, but there's enough to plant the seeds for several adventures. There's also a few new afflictions (curses and diseases) and some supernatural weather hazards.

Last, there's an extensive bestiary that includes random encounter tables for each of the provinces. I like random encounter tables, but what's missing from these is how often an encounter should take place. In addition, the vast range of CRs on the very same table (one table ranges from CR 2 to CR 17) are such that actually randomly rolling up encounters is likely to result in something either laughably easy or an instant TPK. This reduces the usefulness of the tables substantially, though they can still serve as a list of possible threats for a GM to pick from. The rest of the bestiary is quite solid. One of the really interesting features of Irrisen is that every century, Baba Yaga returns to take the current queen with her and installs a new queen on the throne; this occurrence is presaged by the appearance of the Three Riders, who pass judgment on Irrisen's inhabitants, from the lowliest peasants to the most wealthy winter witch. Each of the Three Riders receives a full page entry. After this, a new template ("Boreal") is created to make it easy to add winter flavour to any ordinary monster, and example stat-blocks of Boreal wolves, Boreal manticores, and Boreal annis hags are provided. Other new monsters include the guardians of Irrisen's borders (Sentinel Huts and Guardian Dolls), a dragon called a Khala, a giant called a Ved, and NPC stat blocks for a standard winter witch baroness and a winter witch "Cold Sister" (the land's inquisitors). Of the campaign setting books I've read so far, this one has by far the best and most useful bestiary.

The artwork in Irrisen, Land of Eternal Winter is uniformly excellent. Although I think I would have preferred to see more variation from province to province, I could definitely imagine setting an entire campaign in Irrisen and using this book as my primary resource for dozens of sessions of adventure. When your players have had it too easy for too long, send their characters to Irrisen--that should shake things up!


In Soviet Russia, Hut Dances You!

5/5

So, this book is 1 page cover, 1 page credits... hell, I'll never be an Endzeitgeist :/

OK so here it is, the campaign setting sourcebook on the "Grimm Fairy Tale Russia with Witches, Dancing Huts and a Truckload of Fey" region of Irrisen. (Incidentally, if you're looking for the less magical analogue of medieval Slavic lands, you should be looking for Brevoy. Now shoo, before the Witch sees you.)

Campaign setting books from Paizo are usually of the stellar writing quality (seriously, I'm hard pressed to find one I didn't enjoy) occasionally marred by some oddities such as cartography or lack of statblocks.

The writer here is Mike Shel who did prove his chops with Isles of the Shackles, which was unlucky enough to suffer a letdown or two in the maps department.

Fortunately, this one doesn't. There's plentiful of excellent cartography, both regional and city level. We also get a complete gazetteer of Irrisien, city statblocks, plot hooks and new monsters. The writing is vivid and captures the Icy Realm of Dark Fey feel perfectly. There are oodles of adventure ideas and intriguing locales which coupled with a solid amount of cold hard maps and statblocks makes this book a joy for any GM. Some of the slavic names can be real tongue twisters for our dear Anglo-Saxon readers but I'm sure they can deal with names such as "Chrzaszcz" (just kidding, this one doesn't turn up. But I wish it would).

The layout is nicely ... blue. I really like the shade. It would perhaps make me feel chilly if it wasn't for -15 Celcius we have over here as I write these words so I think it's time to quit while I'm ahead and my fingers aren't frozen yet. Hey, where' my vodka bottle?

Great book, you won't be disappointed! Five frozen fingers of approval from a Slav here.


Excellent book!

5/5

Read my full review on my blog.

Irrisen, Land of Eternal Winter is a fabulous book, jam-packed with information that will bring alive any campaign set in the region. Even campaigns set near Irrisen will benefit heavily from the information in this book as the White Witches provide great villains for games set in the Linnorm Kingdoms or the Realm of the Mammoth Lords. It’s full of endless fascinating characters, plots, and locations that I’m dying to use in some future campaign set in and around Irrisen. I highly recommend it.


Perfect Companion...

5/5

for The Land of the Linnorm Kings book as well as a must have for The Witchwar Legacy and Reign of Winter AP.

This is the kind of book as a GM and gaming fanatic that I purchase! It is full of so much cool information about the Witches and the Northlands! Great job Paizo!


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Owner - House of Books and Games LLC

Kain Darkwind wrote:
Man, Irrisen and Mike Shel? His work is gold standard. This is fantastic news, whether or not Irrisen is featured in the next year's APs.

+1

Not only that, but he's clearly a fan of the high-level stuff, so there's lots to look forward to here.

Paizo Employee Chief Technical Officer

3 people marked this as a favorite.

I have added a sentence to the product description (it needed to be held back until after PaizoCon, for obvious reasons):

"All the details on Irrisen’s dangers and denizens also makes this the perfect companion for GMs running Pathfinder Adventure Path’s chilling Reign of Winter Adventure Path. "

Contributor, RPG Superstar 2010 Top 4

I am late to the thread, but of course I am overjoyed.

I've been busy you see. ;)

I'm thrilled to see Mike Shel on this project, I'm a fan of his work and I am completely confident he's going to rock the house with this book!

Dark Archive

Pathfinder Roleplaying Game Superscriber

Is it December yet?

Contributor

Dark_Mistress wrote:
Is it December yet?

It was 101 degrees in Indianapolis on Wednesday. No, it is not December yet.

Dark Archive

A. Hamon wrote:
Eric Hinkle wrote:
nightflier wrote:

As a Slav, I salute Slavic mythology! :) Although, be advised that there are Slavs and Slavs. What I want to say is that Eastern Slavs, such as Russians and Ukrainians have a different low-level demons than Southern Slavs, such as Serbs and Croats. For instance, Russians have Domovoy, a bath house demon, Croats have Domaći, a sort of Brownie-like being, and Serbs have Dragons, who are anthropomorphic. Also, vampires are very different in various mythologies. I could go on, but I suppose there is no need, right? :)

Yay for more Slavic mythology! I'm more of a Brevoy/River Kingdom/Kingmaker guy myself, and that area uses a lot of Slavic history and myth in the sense of pre-Tatar Yoke Russia vibe, so this will be very useful to me.

And Serbs have anthropomorphic dragons? Is there anything online in English covering this? I'd love to see it.

Seconding the plea for some links to online Slavic mythology material! The more I hear about the Slavic mythos, the more badass it seems -- also, reading loose source material before getting into the meat of a gaming product is a personal obsession. :D

I've searched the internet, but I haven't found any links towards Slav mythology, and especially South Slavic. As I've said, there are many differences between the many branches of Slavic peoples. For instance, Russian zmey (Dragon) is a dumb beast that guards the treasure. Serbo-Croatian zmay is an anthropomorphic almost force of nature, with great libido, that protects villages from alas - the evil spirits of destruction, personified through storms, essentially. Also, there are a lot of half-dragons in Serbo-Croatian folk mythology. Many Serbian rulers from the middle ages were considered to be "zmajoviti", that is "dragonlike", or perhaps "dragon-natured". Balkans especially is rich in mythology, since that part of Europe was battlefield for various armies, Christians from the West and East, Ottoman Turks from Asia, even Huns and Mongols.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Kajehase wrote:
[Alan Rickman] And cancel Christmas! [/Alan Rickman]

you can't have Christmas without the detonators.

Oh, by the way,

Now I have a machine gun,
Ho, ho, ho.


nightflier wrote:
Eric Hinkle wrote:


And Serbs have anthropomorphic dragons? Is there anything online in English covering this? I'd love to see it.

I've searched the internet, but I haven't found any links towards Slav mythology, and especially South Slavic. As I've said, there are many differences between the many branches of Slavic peoples. For instance, Russian zmey (Dragon) is a dumb beast that guards the treasure. Serbo-Croatian zmay is an anthropomorphic almost force of nature, with great libido, that protects villages from alas - the evil spirits of destruction, personified through storms, essentially. Also, there are a lot of half-dragons in Serbo-Croatian folk mythology.

I'm guessing that the 'possesses a great libido' leads right into the reason why you have so many half-dragons in Serbo-Croatian mythology?

And half-dragons come from real-world myths and legends? I thought they were a purely game-based invention back in 3.5. I'm quite surprised -- and thanks for the information, Nightflier!

Dark Archive

Yeah. Dragons share there amorous inclinations with vampires in our mythology. By the way, "vampir" is actually Serbian word. It was first used in another language in a report made to Imperial Court in Vienna concerning a vampire infestation in a part of Serbia that was taken from the Turks. The vampire responsible for the infestation was identified as Petar Blagojević, transcribed to German as Peter Plogojowitz. The word "vampire" has roots in Old Slavic word "upir", which means "unburned", since Old Slavs used to burn their dead.

About half-dragons: They had many names, amongst them zduhać, vjedogonja etc, but they didn't have any reptilian characteristics. It is said they they were very strong. Here is the Wikipedia link


nightflier wrote:

Yeah. Dragons share there amorous inclinations with vampires in our mythology. By the way, "vampir" is actually Serbian word. It was first used in another language in a report made to Imperial Court in Vienna concerning a vampire infestation in a part of Serbia that was taken from the Turks. The vampire responsible for the infestation was identified as Petar Blagojević, transcribed to German as Peter Plogojowitz. The word "vampire" has roots in Old Slavic word "upir", which means "unburned", since Old Slavs used to burn their dead.

About half-dragons: They had many names, amongst them zduhać, vjedogonja etc, but they didn't have any reptilian characteristics. It is said they they were very strong. Here is the Wikipedia link

Thanks for yet another link, and I remember the story of Peter Plogojowitz from several of the books on vampirres I read while growing up. Him and someone named (I think) Paole?


I'm curious. Why are some nation books (spanning from the early Qadira and Cheliax to the yet-unreleased Varisia) part of the Player Companion line, but others (such as this and Lands of the Linnorm Kings) part of the Campaign Setting line?


nightflier wrote:


About half-dragons: They had many names, amongst them zduhać, vjedogonja etc, but they didn't have any reptilian characteristics. It is said they they were very strong. Here is the Wikipedia link

Just for the record, the same basic theme occures all over Europe, and has strong ties to many Witch, Werewolf, Taltos, stories ;)

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Derek Vande Brake wrote:
I'm curious. Why are some nation books (spanning from the early Qadira and Cheliax to the yet-unreleased Varisia) part of the Player Companion line, but others (such as this and Lands of the Linnorm Kings) part of the Campaign Setting line?

Other than the Osirion book, the Player Companion books are the player-friendly takes on those countries. The Campaign Setting line books are for GMs and have stuff like monster stats and campaign secrets and whatnot.

(The Osirion book was the first one written so it's kind of an early approach. It's also under 3.5 rules.)

Paizo Employee Creative Director

Derek Vande Brake wrote:
I'm curious. Why are some nation books (spanning from the early Qadira and Cheliax to the yet-unreleased Varisia) part of the Player Companion line, but others (such as this and Lands of the Linnorm Kings) part of the Campaign Setting line?

Yup; it depends on whether or not we want the book to be player-friendly (aka free of game spoilers) or not.

Sometimes, we'll do a book in each line for a region (such as the Dragon Empires).


James Jacobs wrote:
Derek Vande Brake wrote:
I'm curious. Why are some nation books (spanning from the early Qadira and Cheliax to the yet-unreleased Varisia) part of the Player Companion line, but others (such as this and Lands of the Linnorm Kings) part of the Campaign Setting line?

Yup; it depends on whether or not we want the book to be player-friendly (aka free of game spoilers) or not.

Sometimes, we'll do a book in each line for a region (such as the Dragon Empires).

I felt that was a great way to handle it too, given that we've got the main Golarion book for Avistan and northern Garund, but until then we had nothing for Tian Xia.

Thanks again for all you Paizo folks have done for us gamers!

Dark Archive

1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber
James Jacobs wrote:
Derek Vande Brake wrote:
I'm curious. Why are some nation books (spanning from the early Qadira and Cheliax to the yet-unreleased Varisia) part of the Player Companion line, but others (such as this and Lands of the Linnorm Kings) part of the Campaign Setting line?

Yup; it depends on whether or not we want the book to be player-friendly (aka free of game spoilers) or not.

Sometimes, we'll do a book in each line for a region (such as the Dragon Empires).

As long as we see one of each book for each nation eventually I will be happy with that. :)

Contributor, RPG Superstar 2010 Top 4

Irrisen has always struck me as an adversarial country to the typical PC, so to me it makes sense to stress the GM side of things first.


Yeah, what with Trolls and Winter Wolves just casually strolling about it's not the place to start a 1st-level heroic campaign. Though this book may perhaps change that by giving a shelter in the storm from which to start a campaign, who knows (well, the developers do I suppose).

I finished reading Winter Witch about a two months ago and after seeing the treatment of Irrisen in the novel I'm now very excited about this product. Then again, I get excited for all of Pathfinder setting books so I'm fairly easy to please.

Contributor, RPG Superstar 2010 Top 4

2 people marked this as a favorite.
The Block Knight wrote:
Then again, I get excited for all of Pathfinder setting books so I'm fairly easy to please.

That's okay! :D

There is a certain honest wisdom to being happy, excited, and easy to please.

Sheryl Crowe wrote:

It's not having what you want

It's wanting what you've got


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

In witch ruled Irrisen, you don't ride polar bear. Polar bear ride you.

Owner - House of Books and Games LLC

zergtitan wrote:
In witch ruled Irrisen, you don't ride polar bear. Polar bear ride you.

O.o


I'd like to know if we're getting some more cold based damage dealing spells (there's SERIOUSLY not ENOUGH OF THEM).

D&D has Niac's Cold Ray, Frost Breath, Ice Lance, and many MANY OTHERS and yet we have so few. :(


I agree with Berselius. It would be nice to be able to build a cold-themed spellcaster, without needing to do things like "my scorching ray does cold damage" stuff (elemental bloodline for sorcerer, for example)


So how many monsters in this one?

Contributor

1 person marked this as a favorite.
Dragon78 wrote:
So how many monsters in this one?

Unless changes have been made in development:

* 3 unique fey beings

* 1 template (with 2-4 example creatures with the template applied)

* 3 other monsters (2 very different constructs, a dragon, and a giant)

* 3 sample winter witches (jadwiga Elvanna, daughters of the reigning queen)

The bestiary is shorter here than in Isles of the Shackles because we also have significant sections on Irriseni hazards and adventure hooks (ala Lands of the Linnorm Kings) as well as the large gazeteer and stat blocks for 5 cities/towns, and a sidebar on Irriseni holidays.

Contributor, RPG Superstar 2010 Top 4

I'm amazed! I can hardly wait!


Well hopefully it hasn't been changed;)

Sovereign Court

Berselius wrote:

I'd like to know if we're getting some more cold based damage dealing spells (there's SERIOUSLY not ENOUGH OF THEM).

D&D has Niac's Cold Ray, Frost Breath, Ice Lance, and many MANY OTHERS and yet we have so few. :(

There are no new spells in this book. However, there are some specific Irriseni cold spells in Inner Sea Magic and some new cold spells (and a new winter oracle mystery!) in People of the North.


Rob McCreary wrote:

...

There are no new spells in this book. However, there are some specific Irriseni cold spells in Inner Sea Magic and some new cold spells (and a new winter oracle mystery!) in People of the North.

new winter oracle mystery in People of the North, On my buy list.


F. Wesley Schneider wrote:
MMCJawa wrote:
Dragon78 wrote:
Hopefully this one will have as many monsters and Isles of the Shackles book.
It promises a host of new icy monsters, so I hope that is evidence it will have a big super-long bestiary like the Shackles book

I'll have a good sized one. It might not be as super sized, though. We've got lots of creepy locations and wintery dangers to cram in here.

Hope you're all brushing up on your Slavic mythology though!

Slavic? SLAVIC??? Do I hear a Fossegrim, Rarog and Domovoi coming up? :D

Mike Shel wrote:
* 3 unique fey beings

Ok, nevermind then, I hope the Fossegrim is a group of creatures, not a unique fey creature...


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Rob McCreary wrote:
Berselius wrote:

I'd like to know if we're getting some more cold based damage dealing spells (there's SERIOUSLY not ENOUGH OF THEM).

D&D has Niac's Cold Ray, Frost Breath, Ice Lance, and many MANY OTHERS and yet we have so few. :(

There are no new spells in this book. However, there are some specific Irriseni cold spells in Inner Sea Magic and some new cold spells (and a new winter oracle mystery!) in People of the North.

Wait we have an Oracle of Winter!?

How does that work in the setting and could I get some juicy details?


Quote:
There are no new spells in this book.

Oh bloody Baator!

Quote:
However, there are some specific Irriseni cold spells in Inner Sea Magic.

I can only find one (aka ice spears) and it appears to rely HEAVILY on having a physical damage dealer as an adventuring companion.

Quote:
Some new cold spells (and a new winter oracle mystery) are in People of the North.

As long as we get plenty of decent damage dealing cold-based spells for the Witch class I'll be happy (as right now there simply AREN'T ENOUGH in my own humble opinion).

I must say I would REALLY enjoy it if Paizo considered adding Pathfinder versions of the following cold-based spells from Dungeons and Dragons (and put them ALL on the Witch's spell list):

Niac’s Cold Ray
Frost Breath
Snowball Swarm
Hailstones
Ice Lance
Orb of Cold
Freezing Fog
Ice Castle
Ice Claw
Field of Icy Razors
Obedient Avalanche


Were did they get the moc-up cover art?


JJ answered that further up:

James Jacobs wrote:

That's cool, because that image has already been used as a cover for part 3 of the Jade Regent Adventure Path! :-)

Ruyan.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Yeah but now the real cover is more epic! Witch vs. Wolf who will win?

Paizo Employee Director of Narrative

Well, she's got fire, so I'm betting on her. :)


Rob McCreary wrote:
Berselius wrote:

I'd like to know if we're getting some more cold based damage dealing spells (there's SERIOUSLY not ENOUGH OF THEM).

D&D has Niac's Cold Ray, Frost Breath, Ice Lance, and many MANY OTHERS and yet we have so few. :(

There are no new spells in this book. However, there are some specific Irriseni cold spells in Inner Sea Magic and some new cold spells (and a new winter oracle mystery!) in People of the North.

Look forward to that Mystery! It is insanely unfortunate that the Waves mystery has an ability the modifies cold spells, but oracle has something like 3 of those.


zergtitan wrote:
Yeah but now the real cover is more epic! Witch vs. Wolf who will win?

She could always cast Charm Monster and have a dandy pet/mount/bodyguard, too.


You mean if she wins initiative - otherwise she'll be deep frosted by the winter wolf's cold breath!

Love the cover art!

Ruyan.

Silver Crusade

@Block Knight

Wouldn't it be cool to have an adventure path where CR10 dangers were possible at level 1. Where the characters are forced to participate in the world like how a real adventurer would have to as opposed to being sheltered by the GM and the adventure path writers.

This also alludes to another point. Zero level man at arms and first level warriors are just not strong enough to protect a town or a stronghold.

I've tried to run a "back home events" scenario when the PCs are off adventuring and their whole stronghold goes up in the flames the first time a band of Ettins come to town.

Guardsmen, the watch, mercenaries and the like should be a minimum of 5th level to keep a settlement of noncombatants remotely safe.

I'd like to see first level characters have to pick the appropriate adventurer for them. No they can't go check out the ruins in the mountains, but they can go eliminate the giant rats in the inn's wine cellar.


Unfortunately, I imagine that space in an AP is limited, and it's kind of pointless to sketch out locations that are only survivable for a 10th level PC when a volume is designed for levels 1-4

Silver Crusade

MMCJawa wrote:
Unfortunately, I imagine that space in an AP is limited, and it's kind of pointless to sketch out locations that are only survivable for a 10th level PC when a volume is designed for levels 1-4

But this design creates a generic playing style. If it's mentioned, it must have been play tested for levels 1-4 so we should go do it.

In a "danger path" design, the behaviors of the characters would be influenced by the perceived level of danger in each task. This idea might be better for sandboxes, but I used to play Greyhawk modules on the Greyhawk world in a solo setting.

I quickly learned that a low level party had little chance of surviving a trek from Verbobonc and the Homlet adventure to Orlane in the Gran March and the Cult of the Reptile God. That is, unless they joined a caravan like those listed in the Rogues Gallery. Then they could pretty much sit back and relax during their travels.

I admit to striving for realism in my fantasy worlds -- perhaps to a fault.


lichhunter wrote:
MMCJawa wrote:
Unfortunately, I imagine that space in an AP is limited, and it's kind of pointless to sketch out locations that are only survivable for a 10th level PC when a volume is designed for levels 1-4

But this design creates a generic playing style. If it's mentioned, it must have been play tested for levels 1-4 so we should go do it.

In a "danger path" design, the behaviors of the characters would be influenced by the perceived level of danger in each task. This idea might be better for sandboxes, but I used to play Greyhawk modules on the Greyhawk world in a solo setting.

I quickly learned that a low level party had little chance of surviving a trek from Verbobonc and the Homlet adventure to Orlane in the Gran March and the Cult of the Reptile God. That is, unless they joined a caravan like those listed in the Rogues Gallery. Then they could pretty much sit back and relax during their travels.

I admit to striving for realism in my fantasy worlds -- perhaps to a fault.

Well, even within a 1-4 restriction, hitting a hard encounter for a 4th level party at 1st level will be fatal enough.

I also find that the supposed "realistic" approach includes very unrealistic attention to always making sure the party knows what they're up against, or to always making sure to have a way out. Either that or random unavoidable TPKs.


How's this for a quasi-realistic approach: Lots of people all over the world are getting killed by high-level encounters, and the PCs happen to be in the right place at the right time to get forged into tougher people. It's bound to happen to SOMEBODY.


Aaron Bitman wrote:
How's this for a quasi-realistic approach: Lots of people all over the world are getting killed by high-level encounters, and the PCs happen to be in the right place at the right time to get forged into tougher people. It's bound to happen to SOMEBODY.

Right. We're focusing on the survivors.

All the ones who died, didn't get into the legends.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Why do I suddenly get the feeling that she's a daughter of eve fighting Maugrim in the forests outside the white witches castle.


So 3 unique fey, sounds interesting that there each one of kind creatures.

There also be a Faun and talking beavers.


lichhunter wrote:

@Block Knight

Wouldn't it be cool to have an adventure path where CR10 dangers were possible at level 1. Where the characters are forced to participate in the world like how a real adventurer would have to as opposed to being sheltered by the GM and the adventure path writers.

Sounds like The Wormwood Mutiny...

Silver Crusade

@thejeff

I'm probably taking advantage of a very advanced player sense. This same sense is what bothers me about playing a PFS adventure. It's 1st level so I should probably just go along with everything. Why? That's what my experience tells me what to do.

In a danger path setting, it would be, "nope, I think that sound like TPK if I do that."

So it's catch if catch can. I think I like the latter better.

I remember playing with a group of players that came across a temple of crying souls in the middle of a desert wasteland and decided to bypass it. I was flabbergasted. That's why I adventure, to enter such places, and they just walked by -- too dangerous.

I was less experienced with their GM than they were. I think they had been routinely screwed by making the "brave" decision.

There needs to be fun infused in danger path design. Basically, make sure there is the option to come back to the Temple of Crying Souls. (Note: not a bad adventure title.)

Silver Crusade

You can just hear the crunch of snow looking at that cover.

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