Pathfinder Adventure Path #183: Field of Maidens (Blood Lords 3 of 6)

3.40/5 (based on 10 ratings)
Pathfinder Adventure Path #183: Field of Maidens (Blood Lords 3 of 6)
Show Description For:
Non-Mint

Add Print Edition $26.99

Add PDF $19.99

Add Non-Mint $26.99 $20.24

Facebook Twitter Email

Secrets Hidden in Stone! The Field of Maidens, an eerie stretch along the nation of Geb's southern border, lies studded with the petrified remains of invaders from centuries past. Long neglected and largely abandoned, the area takes on new significance when a traitor claws her way back from the dead and races toward her master concealed in the statue-filled badlands. At the same time, foreign invaders have infiltrated the stony sentinels to move against Geb. The player characters must piece together clues, unravel tangled motives, and bring to light machinations that threaten to destabilize the nation from the Field of Maidens.

"Field of Maidens" is a Pathfinder adventure for four less-than-good-hearted 8th-level characters. The adventure continues the Blood Lords Adventure Path, a six-part, monthly campaign in which the characters rise from skilled troubleshooters to join the Blood Lords who rule a land of the dead. The adventure also details the celestial matriarchy of Holomog and examines the undead shadows that plague the world's dark places. New items, spells, monsters, and more await your examination in "Field of Maidens"!

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG.

ISBN-13: 978-1-64078-462-8

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

Fantasy Grounds Virtual Tabletop
Foundry Virtual Tabletop
Pathfinder Nexus on Demiplane
Archives of Nethys

Note: This product is part of the Pathfinder Adventure Path Subscription.

Product Availability

Print Edition:

Available now

Ships from our warehouse in 11 to 20 business days.

PDF:

Fulfilled immediately.

Non-Mint:

Available now

Ships from our warehouse in 11 to 20 business days.

This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZO90183


See Also:

1 to 5 of 10 << first < prev | 1 | 2 | next > last >>

Average product rating:

3.40/5 (based on 10 ratings)

Sign in to create or edit a product review.

A captivating trek through southern Geb

5/5

This is my favorite book of the Blood Lords AP, and I've found all the negative responses to it very interesting. My conclusion is this: if your PCs or you as a GM are very plot-focused, you're probably not going to have a good time. Does it do much to advance the overall story of Blood Lords? No. Does it provide a plethora of interesting NPCs and open-ended roleplaying opportunities? Absolutely.

For groups that are more concerned with the destination than the journey, I can understand why this volume might be tedious. But for my group, who cares way more about vibes than plot, this book was a rollicking good time.


A boring midbook slog that doesn't respect your time

2/5

"We're sorry (Party), but your Hag-Vampire is in Another Castle, the AP"

This AP will wear you out. By the time you get to the final stop your party of evil or neutral-self-interested characters will be ready to just murder everything in sight to get it over with instead of having to stop and help yet another person with their little problems.

The Return to the Cottage - Oh hey, more Shadows, which do negative damage, that thing that doesn't hurt us! And a Div that doesn't want to fight. Skip!

Thornhearth - A series of haunts that will annoy more than threaten you. WE GET IT, HE GOT MURKED IN HIS TOWER. Bonus for the investigation of the townspeople as a time waster when you can figure out what's going on in the town in about 30 seconds.

Hollow Market - One encounter, one which is skippable if you pass your thievery check (I liked that, good to use stealth/thievery!). Then the most tedious fight with two vampires in a maze ever. Fast Healing 10 + Resist 5 Physical = I hope you bought cold iron swords or this is going to be tedious as Hell. I wanted to scream at my group "Please just use your SPELLS you're sitting on so we can MOVE ON"

Then....

Everything comes to a screeching, grinding halt for the middle of the AP.

Field of Maidens-

Medusa shows up. "Hey, I'll give you important plot info if you make these two groups go away. I don't care how." (POOF)

The connection of the Medusa to the statues is never underlined. And the Medusa-girl buzzes off before you can even ask. This is HUGE as it should underlie your entire motivations to get the two camps of Holomog armies to get out of the Field! But it's never explained to the characters!

At best you have to beg and plead with one group of...who are these people? There's barely any info about them in the book. Why do they dislike each other? Barely explained. What are they doing here? Barely explained. What are their motivations? Again, barely explained. I don't CARE about these people FFS, we're never going to see them again! Why are we having to spend literal in-game DAYS trying to be their friend or doing their chores?!

It's just hilarious how fast you go from 0 to BFF's. In 3 days it's possible with good rolls for the leader of the Greenblades to be giving you Victory Plate and +2 runes. This is the kind of crap that Tumblr D&D 5e stories are made of. "I rolled a 20 and they appointed me General! Hu hu hu hu! 5e is so fun, you roll a 20 and anything can happen! Wackiness!"

God forbid you're a Tyrant who is oathbound not to put up with this "Do me a favor and I'll do you a favor" crap or you'll TPK yourself into oblivion.

There is no way, as far as I can tell, to bypass this. You -have- to make them go away somehow. Whether by killing them all, assassinating their leaders (a tall order), or kissing butt with either side until they go away.

Perhaps aware that these are not really a riveting encounter, if you decide to suck up to the faction leaders, they will give you boring little chores to do involving small random encounters to pass the time. More busywork that doesn't get you closer to your goal!

This feels like someone who was really into Holomog inserted a different adventure halfway through this one, for the area of the Field of Maidens. Just, again, very bizarre and jarring how it brings things to a grinding halt. So many boring, boring encounters that don't really have any impact on things. Ugh.

This AP could have really benefitted from a third solution involving the ghouls at the Dead Tree. Instead they're a side-scene for the Zuntishan path. But a third path where you use the Ghouls to drive off both the Zuntishans and the Nwanyians would have probably salvaged this, and been more thematically appropriate for a bunch of evil Gebbites.

As it stands, this is yet another "Author did not understand the themes and tone of this AP and it shows" situation.

Shadow Manse - Straight and to the point. No complaints. Other than the fact that you can't 'discover' this house without completing the prior mentioned thing, which seems like a glaring oversight. What if we just decide "Nuts to this, we'll find the Medusa ourselves"?

Gristlehall - Not bad. I think the connection to Kenmimbi could be better. Again, you're just so exhausted by the time you reach it that you just want the thing to be over with.

The Holomog adventure toolbox --- whatever, it's Themyscira. Yay, feminism, I guess. Another matriarchical progressive society that can do no wrong and has no conflict or societal issues! 3 whole pages of it. Borrrrring.

The Rhino was an interesting NPC and I liked the idea of the Greenblades, but sadly this was just not the AP for it.

I'm actually really puzzled as when Jenny J. has written for Starfinder she's been very respectful of the GM/Player's time and kept things tightly paced. Drift Crashers 2 was a bit self-indulgent, but nothing on this scale of tedium.


A somewhat fragmented third book

3/5

I really liked the first two books of this AP, but this book was a little disappointing. It has some nice parts, but the plot tying it together felt a little shaky.

The Good:
—The Shadow Cottage seems like a nice creepy call-back to the previous leg of this AP.
—The town of Thornheath is great — it’s an unusual premise that makes perfect sense in Geb, and it has the promise for some great (and creepy) role-playing for the party.
—The back-matter on Holomog and Shadows is good.

The Bad:
—The first part of the AP guides the plot by having the party find an important note, but the existence and location of the note seems inconsistent with the events described in the book.
—The party is supposed to spend the first half of the adventure accompanied by Seldeg Bhedlis, who could easily handle all of the obstacles the party encounters without breaking a sweat. And the reasons provided for why Seldeg fails to do so seem strained. (Fortunately, there’s little reason for Seldeg to be present, so the GM can have him depart once he tells the PCs what to do.)
—Although the main antagonist of the book is an interesting character, their motivation for fighting the PCs at the end doesn’t make a lot of sense.

Spoiler:
(They demand that the PCs give them all of the magical items the party collects from a random place because they think that these items might be relevant to their project. But there doesn’t seem to be any reason to think that anything from this location would help with the antagonist’s project, or any reason why standard and clearly irrelevant equipment would be something they would think might help them with this project.)

—Much of the book after the first chapter seems fairly generic content that you could more or less transport into any AP. This is a shame, and misses out on highlighting the weirdness and coolness of adventuring in such an exotic locale.

The Ugly/Pretty:
—As usual, the maps and art are good.

Overall: 3.25/5 Stars


5/5


SPOILERS 3.5 rounded TLDR: liking extra articles, adventure itself is flawed but

4/5

So I originally wanted to gush about expansion further into southern garund, but I am giving my honest impressions on adventure itself though I can't talk about practical experience of running the adventure of how it works mechanically in practice. TLDR, its 3.5, but wheel archon rounds it up for me that I'm overally feeling positive. I wouldn't round it up though if I felt adventure was more meh, its flawed but solid for me.

This adventure has bit of railroading problem despite having lot of opportunities for freedom and choices. Some of it is clearly on purpose, like cheeky nod at how evil tyrants don't really give you real choices(it might annoy parties though if they feel like this isn't first railroad), but some of it is very much "And this is now time for climactic final boss fight, there aren't options unless you really want to surrender". I'll get to what I mean later on.

So first thing I'll comment on is Seldeg thing in the start. He is written as quest giver who is with you to force a time pressure to move on so players don't have extra time to deal with sidequests. Thats it, he isn't even written like a evil villain delegating his minions(you, the party), he is doing his job and he is given twice flimsy excuse to not enter combat sections with PCs. I get that writer doesn't want Seldeg to steal player spotlight and make things too easy, but it doesn't really work. First time he investigates second lead, but nothing is mentioned about it afterwards so apparently that lead was complete waste of time and second time he doesn't come with PCs because of legal reasons. When he really doesn't care about players methods or prevent them from entering the grounds themselves.

I think Seldeg should have either been played more antagonistically so that party would be happy whenever he leaves them alone or that it should have been presented as choice: Have him come along and help you out or try to impress him by doing it on your own. Latter would alone make it much more reasonable as written to me.

(sidenote on something about previous book that irks me but isn't fault of this book: I don't mind it that book generally assumes all party members are living in order for full undead parties to gain advantages on certain encounters, but its very clear that book 3 and onward writers weren't likely consulted about book 2 sneaking in free ritual to give players negative healing for year. There aren't many of them but there is at least one encounter trivialized by immunity to negative damage)

Anyway, Seldeg part of the book feels most easy to cut off as it is mostly just getting players the clues to continue, while I do like the Shadow Cottage and intro and real playhouse near end contrast, the latter half of chapter 1 feels like sidequest made mandatory for progression. Though I do like all the reputation boost choices this ap has even if so far faction interaction hasn't been major part of it yet. Like I don't dislike chapter 1 content wise, but Seldeg feels weirdly used and lot of it seems like minor busywork to get players to the Holomog border.

I like chapter 2 much more due to its free form "You can diplomatically solve this or make factions fight each other or etc" factor, I do wish though there was bit more guidance on npc reactions to undead pcs, but there are lot of fun stuff there, like the undead ghast warren being surprisingly reasonable due to them being Gebbites outlaws. In general I always like it when story sections allow pcs to complete them with minimal combat, but admittedly this chapter is more of roadblock to prevent players finding their target and there is no reason to believe choices here will be super important in future of campaign itself.

Now Chapter 3 has thematic stuff to it but its source of two major railroads. Let's get into the first one: WHY exactly is Iron Taviah trying to kill party after telling them the whole story and warning about big bad? Like, sure, she might be feeling vengeful sure and its in character for her to have friendly chat pre murder, she did that in previous book too, but her motivations feel off to me. She is noted to wanting to kill pcs to drain their memories to be useful to said big bad... Who she is currently hating for accidentally turning her into undead and who doesn't currently realize she is undead because he just left her for dead.

Like, its very clearly "this section is exposition to bring players up to speed before boss fight" section, but if that is really just it, I think it should have played up more her vengeful nature "And now dearies I shall kill you for killing me before dealing with that nasty man for giving me this cursed existence!" or something like that. Because as written it made me think "So how come one it isn't option to make truce with her?" Even if it would be incredibly hard, it feels like trying to team up with her vs Kemnebi should be option for any morally questionable parties going through this.

Now in vacuum, that would be okay for me, books rarely allow non violent solutions to big bads of the book and that's why if players think of them I allow them creative solutions myself even if it is hard. However the thing that bothers me is that she ISN'T the final boss. Which leads us to the second major railroad: Why the only way to deal with the "Lonely Maiden" is to either fight her or give up all treasure from final dungeon of book? The book doesn't even really say what happens if players actually agree to it(it wouldn't honestly harm players much besides getting less money)

Reason why that is such a railroad to me is that while "Lonely Maiden" is motivated by her obsession, the said obsession is primarily motivated by her loneliness and needs for friends. Even if party is bunch of LE undead, they have had multiple chances to interact with her (and at least once rescued her from broom closet :P), so how come on book doesn't assume possibility of "What if PCs convince her that they are truly her friends"? Even if she is dangerously obsessive and unstable CE legendary being, for LE undead party(without real friends ;P) that might still seem worth it to manipulate her like that to be their minion.

Like it would be one thing if she wasn't given so many chances to interact with PCs, or there was heavier emphasis on her only considering stone statues her friends(that could lead to good scene of her being angry at party for letting Holomog groups steal her friends if they solved it previously diplomatically), but even if latter was case, it would kinda come across as "she is mandatory boss because we need final boss fight and she is crazy so no negotiation. Unless you want to give up gold like true non friend you are"

Overall, I would give adventure itself 3/5. It has solid base to build up from as GM and there are lot of good and fun ideas, but execution wise there are big question marks for me and it doesn't flow as well as I would prefer as it end ups feeling bit of like filler book in cool location with cool diplomacy encounters.

Now the thing I wanted to talk about, the extra articles!

Holomog: So besides the very fascinating interpretation of celestial mandate(I guess Tianjing is thematically similar, but considering how much celestials dislike taking part in mortal affairs, nation that managed to negotiate contract with them is fascinating), I find it fascinating that Drooni is trade language/common of southern garund since that implies lizardfolk empire of Droon is one of most influential nations in the South.(considering everywhere else human empires seem to be the most influential ones) Interestingly Holomog article itself doesn't seem to mention the matriarchy thing.

But yeah writers did good job of fleshing out Holomog and giving it really good internal conflict and philosophical disagreements that seem fascinating to explore more of. Cover picture for article is weirdly extremely generic though, like I don't think it contradicts art of Anuli from distant shores per say, but something about it seems like generic disney castle.

I haven't read the shadow article in detail, but I love how it's art and article runs with 2e alien looking bestiary shadow design instead of going for more standard "moving shadow" pictures.

Bestiary section this time has lot of new monsters that didn't actually show up in adventure, makes me wonder if they were cut because devs didn't want fighting good aligned creatures after all? Either way I LOVE wheel archon and we having now pathfinder version of alien biblical angels as its clear ophanim reference :D new agathion and azata is nice too.

But yeah I do think extra material is enough to bumb this up to 4/5 overall for me.


1 to 5 of 10 << first < prev | 1 | 2 | next > last >>
1 to 50 of 85 << first < prev | 1 | 2 | next > last >>
Paizo Employee Webstore Coordinator

3 people marked this as a favorite.

Announced for September! Product image and description are not final and may be subject to change.


5 people marked this as a favorite.

Foreign invaders - how exciting! This volume sounds like a special treat; the wait for this one’s gonna be tough. The Holomog guide at the back is enough to convince me to grab this one.

Silver Crusade

4 people marked this as a favorite.

Holomog!

Dark Archive

Pathfinder Adventure Path Subscriber

Can't wait to see this field!


3 people marked this as a favorite.
Rysky wrote:
Holomog!

HOLO-MOG! HOLO-MOG! HOLO-MOG!

Silver Crusade

4 people marked this as a favorite.
DeciusNero wrote:
Can't wait to see this field!

I hear it has statuesque maidens in it.


1 person marked this as a favorite.
Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Rysky wrote:
DeciusNero wrote:
Can't wait to see this field!
I hear it has statuesque maidens in it.

Eh, that's just a rumour.

Contributor

2 people marked this as a favorite.
Rysky wrote:
Holomog!

man I hope so, I’ve want d to see more about the place for years!

Liberty's Edge

Isn't it the place where Asmodeus is a LN goddess ?

Grand Lodge

So glad to see the product page up for this one!


3 people marked this as a favorite.
The Raven Black wrote:
Isn't it the place where Asmodeus is a LN goddess ?

I believe that’s gone the way of the Cult of the Dawnflower.


2 people marked this as a favorite.

I'm excited to learn more about Holomog!


Rysky wrote:
I hear it has statuesque maidens in it.

Just don't go placing them on pedestals.


WOW Mod 3 is going to be rockin, might there be some type of mass combat subsystem as well?? (PLEASE!!)

Tom

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Rysky wrote:
DeciusNero wrote:
Can't wait to see this field!
I hear it has statuesque maidens in it.

Can't take that for granite!


7 people marked this as a favorite.

I'm really hoping we can sneak a peak at who Holomog's other neighbors are. A map would make me jump for joy.


3 people marked this as a favorite.
Pathfinder Lost Omens Subscriber

...Thinking back to Hell's Vengeance, another evil AP where I wanted to play as the antagonists waaay more than I wanted to play the actual AP :(

Silver Crusade

1 person marked this as a favorite.

Mood


2 people marked this as a favorite.
Captain collateral damage wrote:
...Thinking back to Hell's Vengeance, another evil AP where I wanted to play as the antagonists waaay more than I wanted to play the actual AP :(

This AP is giving you info on Holomog and on all sorts of nasty folks aligned with the state of Geb - it might not be all assembled for you, but Blood Lords definitely should give you a lot of tools you’d need to tell a story about Holomog beating up on those nasty undead.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Holomog is kind of interesting in that, while not evil, is a nation suggested to be filled with political intrigue, expansionist warmongering, chaos cults, and a millenia long exposure to the Outer Planes (likely the Maelstrom) that has effected the nation as a whole. What's interesting is that it kind of falls back on the recent topic of "is chaos evil". Again, while not maybe necessarily the case here, Holomog's suggested proclivity towards chaos defiently seems destructive and anti-productive to neighboring nations. Geb, for its part, isn't actively committing atrocities. It's literally a nation attempting to give a place to undead. And while this does include evil acts, Geb and its people aren't attempting to attack any nations or force their agenda outside of their borders; not unlike a certain Whispering Tyrant. And Holmog, for its part, isn't encroaching upon Geb because they see undeath as a scourge needing to be destroyed (at least, there is not indi ation of such ideals); they are seemingly doing so simply because they want to take Gebs land for themselves. So it's kind of a situation of the (mostly) "passive evil" of Geb and the "active chaos" or Holomog; which is a fascinating conundrum indeed.

Grand Lodge

6 people marked this as a favorite.
Ly'ualdre wrote:
Geb, for its part, isn't actively committing atrocities.

This is false. Anuli, the city closest to Geb is also in recovery after Geb randomly magically exploded half of the city.

Quote:
they are seemingly doing so simply because they want to take Gebs land for themselves.

This is false. Holomog is literally stated in Distant Shores to have a maximum size as per the celestial contract that formed it. It, by divine mandate, CANNOT take more land for itself.

And despite that, this is all mischaracterization of nation as being all like Anuli, the capital of a region repeatedly described as the most unruly and militant, specifically because it has a hostile border with Geb.


4 people marked this as a favorite.

Was the explosion in Anuli confirmed to be Geb’s fault? I thought that was just a leading theory, but that it was unsolved.

EDIT: Peeking at Distant Shores, Geb’s involvement in the Paroxsys is always presented as a hypothetical, one that folk think is the likely answer, but it’s not official or definitive. Part of me wonders if it might not have been a a false flag by agents of Nex; they’d certainly have the requisite knowhow.

Grand Lodge

2 people marked this as a favorite.
keftiu wrote:

Was the explosion in Anuli confirmed to be Geb’s fault? I thought that was just a leading theory, but that it was unsolved.

EDIT: Peeking at Distant Shores, Geb’s involvement in the Paroxsys is always presented as a hypothetical, one that folk think is the likely answer, but it’s not official or definitive. Part of me wonders if it might not have been a a false flag by agents of Nex; they’d certainly have the requisite knowhow.

A fair point! I had misremembered that detail. Thank you.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

That is fair enough. But my point is that Holomog is actively gearing toward an invasion of Geb, while Geb as a nation (generally) is just kind of trying to exist. From that stand point, it will be interesting dynamic here between the two nations; because under the circumstances, Holomog certainly doesn't strike me as being the "good guys" here.


1 person marked this as a favorite.
Ly'ualdre wrote:
That is fair enough. But my point is that Holomog is actively gearing toward an invasion of Geb, while Geb as a nation (generally) is just kind of trying to exist. From that stand point, it will be interesting dynamic here between the two nations; because under the circumstances, Holomog certainly doesn't strike me as being the "good guys" here.

I mean, Geb’s most pleasant status quo still involves keeping massive larders of sentient humanoids as food without any rights - just because they aren’t being belligerent currently doesn’t mean they’re squeaky-clean.

Until we have this book (and the details it’ll give), there’s not much point arguing over how justified any Holomog-based aggression might be.

EDIT: Heck, the baddies in this one might not even be acting with official sanction!


2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Either way, I hope the Petrified Maidens from the get stats here.

Scarab Sages

keftiu wrote:
The Raven Black wrote:
Isn't it the place where Asmodeus is a LN goddess ?
I believe that’s gone the way of the Cult of the Dawnflower.

More like the way of the Asmodean paladin; never existed.

The Cult of the Dawnflower is in canon, it's just disbanded by Sarenrae herself.


2 people marked this as a favorite.
NECR0G1ANT wrote:
keftiu wrote:
The Raven Black wrote:
Isn't it the place where Asmodeus is a LN goddess ?
I believe that’s gone the way of the Cult of the Dawnflower.

More like the way of the Asmodean paladin; never existed.

The Cult of the Dawnflower is in canon, it's just disbanded by Sarenrae herself.

I believe this /is/ the place where the Asmodean Paladins popped up; the idea was that Asmodeus has helped write the contract with the celestials, and so had a more benevolent place in the local mythology.

I actually liked it a lot, but I know it drove some of the writing team crazy.

Scarab Sages

keftiu wrote:
NECR0G1ANT wrote:
keftiu wrote:
The Raven Black wrote:
Isn't it the place where Asmodeus is a LN goddess ?
I believe that’s gone the way of the Cult of the Dawnflower.

More like the way of the Asmodean paladin; never existed.

The Cult of the Dawnflower is in canon, it's just disbanded by Sarenrae herself.

I believe this /is/ the place where the Asmodean Paladins popped up; the idea was that Asmodeus has helped write the contract with the celestials, and so had a more benevolent place in the local mythology.

I actually liked it a lot, but I know it drove some of the writing team crazy.

Distant Shores did include the faith trait Pact Servant, which did let you play a LG worshipper of Asmodeus, but the idea of a paladin follower of Asmodeus appeared in the Asmodeus article of Mother of Flies, the fifth book of the Council of Thieves AP, published in 2010.

Before my time, but it seemed like a flawed idea. Really diminished the Evil part of Asmodeus' Lawful Evil.


3 people marked this as a favorite.

I’m personally very fond of settings where gods are seen as multifaceted and their faiths very between regions and cultures, but it seems like the folks steering the Pathfinder ship prefer their gods as immutable monoliths - they are what they are, until they completely change.

It’s not my preference, but it’s how they seem to want it.


1 person marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

For Asmodeus, I always liked the idea that he had champions who called themselves paladins -- but mechanically, of course, they were anything but that.


2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

From getting into the first book of this AP, Geb is definitely an EVIL nation. You can approach this from a campy light-hearted direction if you want (I probably will) but there should be no mistaking anything about Geb as a nation or a leader that leads towards "refuge for the poor, misunderstood undead." I am guessing, if anything, the potential incursion of Holomog armies will be factions within Holomog pushing for war while others still sue for an unease and uncomfortable peace.


Unicore wrote:
From getting into the first book of this AP, Geb is definitely an EVIL nation. You can approach this from a campy light-hearted direction if you want (I probably will) but there should be no mistaking anything about Geb as a nation or a leader that leads towards "refuge for the poor, misunderstood undead." I am guessing, if anything, the potential incursion of Holomog armies will be factions within Holomog pushing for war while others still sue for an unease and uncomfortable peace.

My uninformed guess at this is that it's a radical faction from Holomog acting without official sanction, likely orchestrated by Gebbite conspirators. From what we know of the Holoma, they aren't the crusading type.

I'm still convinced the big explosion in Anuli was a false flag done by Nexian mages.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
keftiu wrote:
Unicore wrote:
From getting into the first book of this AP, Geb is definitely an EVIL nation. You can approach this from a campy light-hearted direction if you want (I probably will) but there should be no mistaking anything about Geb as a nation or a leader that leads towards "refuge for the poor, misunderstood undead." I am guessing, if anything, the potential incursion of Holomog armies will be factions within Holomog pushing for war while others still sue for an unease and uncomfortable peace.

My uninformed guess at this is that it's a radical faction from Holomog acting without official sanction, likely orchestrated by Gebbite conspirators. From what we know of the Holoma, they aren't the crusading type.

I'm still convinced the big explosion in Anuli was a false flag done by Nexian mages.

From what I can gather,

Spoiler:
based on what the campaign summery for this volume states, there are "two opposing factions from Holomog" fighting in the Field of Maidens. So, something is going on in the southern nation. But, we likely won't know until this volume drops.

3 people marked this as a favorite.

Giddy that this one is coming along so soon! Fingers crossed for a map that shows us the full extent of Holomog - and if we're really lucky, their neighbors.


5 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
keftiu wrote:
Giddy that this one is coming along so soon! Fingers crossed for a map that shows us the full extent of Holomog - and if we're really lucky, their neighbors.

There is indeed a map!

spoilers:
Wow this thing looks cool. Not too much on neighbors, although apparently Droon is nearby (there's this "blighted southlands" between them), and the two nations have a lot of trade interactions, to the point that Holomog's common language is Drooni, with Celestial and "Common" (Mwangi here?) being languages known more by ambitious and upper-class peoples. Fun pirate stuff in here too! Really loving the writeup for this place.

Also, this book is referencing Impossible Lands for statblocks on an enemy type. Don't usually run APs until I have all the issues anyway, but good to know.


6 people marked this as a favorite.
Opsylum wrote:
keftiu wrote:
Giddy that this one is coming along so soon! Fingers crossed for a map that shows us the full extent of Holomog - and if we're really lucky, their neighbors.
There is indeed a map! ** spoiler omitted **

*Stares at the Spoilers and starts vibrating*

Spoiler:
STOP TAUNTING ME AND JUST HAND IT OVER ALREADY PAIZO! DROON PLEASE!
Dark Archive

2 people marked this as a favorite.
Opsylum wrote:
keftiu wrote:
Giddy that this one is coming along so soon! Fingers crossed for a map that shows us the full extent of Holomog - and if we're really lucky, their neighbors.
There is indeed a map! ** spoiler omitted **

I mean, player's guide said that in this campaign "common" is actually Osirion, so presumably that language?

Sidenote, so is this the book where you fight good aligned foes or just more neutral and evil folks? :O

Paizo Employee Marketing & Media Manager

1 person marked this as a favorite.
CorvusMask wrote:
Opsylum wrote:
keftiu wrote:
Giddy that this one is coming along so soon! Fingers crossed for a map that shows us the full extent of Holomog - and if we're really lucky, their neighbors.
There is indeed a map! ** spoiler omitted **
Sidenote, so is this the book where you fight good aligned foes or just more neutral and evil folks? :O

Mostly the latter.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Always curious to hear about new spells in the toolkit!

Any standouts? General theme?

Dark Archive

Hmm I guess since this isn't officially evil ap like hell's vengeance was, there aren't lot of if any straight up good aligned foes


2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens Subscriber
CorvusMask wrote:
Hmm I guess since this isn't officially evil ap like hell's vengeance was, there aren't lot of if any straight up good aligned foes

Yeah, I think this is why the developers said it was possible to play a lawful good character in this AP. At the core of Blood Lords, you’re still stopping bad people from doing bad things, very different from Hell’s Vengeance. It’s just that you’re working in service of an evil nation.


4 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
CorvusMask wrote:
Hmm I guess since this isn't officially evil ap like hell's vengeance was, there aren't lot of if any straight up good aligned foes

spoiler:
The people from Holomog are rogue agents, neutrally aligned. There are two different groups of them. Depending on how you play it, it looks like you can oppose them by just killing everyone, turning them against each other, or dealing with them diplomatically. This part of the adventure provides a lot of support for the diplomatic option, even using the influence subsystem from GMG.
Xethik wrote:

Always curious to hear about new spells in the toolkit!

Any standouts? General theme?

spoiler:
Shadow stuff and soulbound dolls feature heavily in the toolbox, as well as some things from Holomog. There's a lot there, but some of my favorites so far are the Ebon Marionette - which lets you control the actions of other people by manipulating the puppet's strings - the Gloaming Arc - a magical scimitar which severs a person's shadow from their body - Elysian Whimsy - a hilarious spell that causes a foe who fails its save to become overwhelmed with the sudden urge to (roll a d4) dance/sing loudly/participate in anyone else's performance/give away its wealth to patronize the arts - and Procyal Philosophy - which summons that agathion's visage to float around you and offer you helpful advice and aid checks for a while. Like Navi from Zelda. So much creative stuff in here. I can't stop reading this thing.

1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

On page 32 there is a somewhat important monster who's stats are in Lost Omens: Impossible Lands (a book not released yet), and not anywhere in this book. Am I missing something or is that a accidental oversight?

Paizo Employee Creative Director

6 people marked this as a favorite.
Secondary Nova wrote:
On page 32 there is a somewhat important monster who's stats are in Lost Omens: Impossible Lands (a book not released yet), and not anywhere in this book. Am I missing something or is that a accidental oversight?

Oops... not sure how that slipped through. Normally when we do this, we'll include the full stat block for something like this. Sorry about that!

I'll ask around here to find out if there's a way we can get these stats posted, or if it's just an unfortunate case of having to wait for the book to come out.

Paizo Employee Creative Director

20 people marked this as a favorite.

Okay, the easiest way to make up for this error is to just copy/paste the stats from the upcoming Impossible Lands book here. Sorry for the error, all! Normally we don't do short stat blocks for monsters not from hardcover books we know are out and available. This one happened as a result of a miscommunication. ANYWAY. Here's the stats, spoilered to prevent PCs from being all cheaty! ;-)

Spoiler:
STONE SISTER CREATURE 6
RARE; N; MEDIUM; UNDEAD
Perception +11, darkvision
Languages Celestial, Drooni (can’t speak)
Skills Athletics+17, Deception+14, Intimidation+14, Stealth +12
Str +5, Dex +2, Con +2, Int +0, Wis +1, Cha +4
Items scimitar
AC 24; Fort +17, Ref +11, Will +11
HP 75, negative healing, reconstitution, stone flesh; Immunities death effects, disease, paralyzed, poison, unconscious; Resistances physical 5 (except adamantine)
Reconstitution Until Geb’s curse is broken, any stone sister who’s destroyed gradually reforms in her original shape. A stone sister who’s reduced to 0 Hit Points will reform after 24 hours, while one reduced to rubble or dust might take a year or more to reform. Stone sisters who are removed from the Field of Maidens always attempt to return to it when they reconstitute.
Stone Flesh A stone sister is made of a bizarre stone that never stops bleeding from numerous cracks along her skin. She reacts to certain spells in unique ways, as listed below.
• Spells that alter earth, such as shape stone, either deal 3d10 points of damage or heal 3d10 Hit Points, as decided by the caster. If the spell is specifically harmful or beneficial to earth and stone, the GM might decide it can only harm the stone sister, or only heal her.
• Stone to flesh doesn’t revert a stone sister to flesh and blood but instead weakens her. She loses her resistance to physical damage for 1 minute. If she’s reduced to 0 Hit Points during this time, she’s permanently destroyed and can’t reform.
Attack of Opportunity [reaction]
Speed 25 feet
Melee [one-action] scimitar +17 (earth, forceful, sweep), Damage 1d6+8 slashing plus 1d6 bludgeoning and curse of stone
Melee [one-action] fist +17 (agile, earth), Damage 2d6+8 bludgeoning plus curse of stone
Curse of Stone (curse) The creature must succeed at a DC 21 Fortitude save or become clumsy 2 (clumsy 3 on a critical failure) and gain a +1 status bonus to AC as their skin hardens to stone. The clumsy condition can be temporarily relieved for 24 hours by casting stone to flesh on the cursed creature but can’t be removed or reduced by any other means short of removing the curse; during this time, the cursed creature also no longer receives the status bonus to AC.
Statue [one-action] (concentrate) Until the next time she acts, the stone sister appears to be a statue. She has an automatic result of 34 on Deception checks and DCs to pass as a statue. Since the Field of Maidens is filled with thousands of statues just like her, most of which aren’t stone sisters, it’s incredibly difficult to recognize her true nature.


Pathfinder Adventure Path, Lost Omens Subscriber

You’re a real one, James!


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Opsylum wrote:
CorvusMask wrote:
Hmm I guess since this isn't officially evil ap like hell's vengeance was, there aren't lot of if any straight up good aligned foes

** spoiler omitted **

Xethik wrote:

Always curious to hear about new spells in the toolkit!

Any standouts? General theme?

** spoiler omitted **

Wow, some very fun sounding additions. Thanks for sharing!


9 people marked this as a favorite.

The Holomog stuff rocks. I'm smitten.

So nice to see Good get to be interesting and weird for once.


4 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Superscriber

I like that art of an Archon Wheel on page 74. BE NOT AFRAID!

1 to 50 of 85 << first < prev | 1 | 2 | next > last >>
Community / Forums / Paizo / Product Discussion / Pathfinder Adventure Path #183: Field of Maidens (Blood Lords 3 of 6) All Messageboards

Want to post a reply? Sign in.