Tag Archives: Paizo

Why I Don’t Like Pathfinder 2E

I got it when it came out, I tried it… I didn’t like it. Or at least, I didn’t see any improvement that would cause me to re-buy my thousands of dollars in PF1e gear (I was a superscriber from day 1). “The same, but different” didn’t keep my wallet opened up.

I tried picking it up again lately. I still like their adventures and Golarion content and would use the newer stuff if I could (lore books – kinda can, APs – kinda can’t, at least without 6 man-months of conversion time for each one). I ran across pathbuilder2e and wanderersguide and thought “well hey let me try it with a character generator” and I liked it even less, but I think I understand why now.

It reminded me of the experience I had with the Spycraft game from the 3e era. Spycraft was fun! D&D rules for James Bond stuff! Spycraft 2e came out! I hated it!

The newer version wasn’t even that different – it was that the new implementation of the rules was just… charmless. Everything was a technical term that was a reference to 3 other technical terms and so on.

And that’s my problem with PF2e. No hate if it speaks to you. But when I read through it and it’s all keywords and jargon – and sure, any RPG has some of that, but there are many levels of fiddly – it leaves me completely cold. It’s the difference between a book that teaches you physics in an accessible way (Hi, Isaac Asimov!) and a textbook.

And if the “keyword” approach actually brought brevity to the rules, turned the PHB into 96 pages… ok maybe… But no, just like Spycraft 2e, PF2e is giant. Those ‘simple’ keyword bones actually become more complex when there’s too many of them.

I prefer having a tool to run high level PF1e… But I can’t imagine running any level PF2e without it.

Want a character with these 3 skills? Oh sorry you can’t just choose skills, you have to pick an ancestry that gives you one and a background or whatever they call it that gives you another and then a class and a heritage and and…

Stats? Can’t just roll or buy them, no no, you need to cobble together ancestry boosts and background boosts and class boosts and free boosts…

I stuck through it until I tried to get equipment and then the keyword slush just overwhelmed me. Then “special action icons” time came and I was out, I hated that in D&D 4e and I hate it now.

Every Archives of Nethys page gives me a headache. Everything is so goddamn long. Picking a random monster… Chimera! 3.5e: 391 words. PF1e on Nethys: 537 words. PF2e on Nethys: 1192 words. Fuuuuck me. I mean, I get it has more options and stuff. But… do I need that? Do I need 1000 words on every single one of 1000 monsters? This is why people are giving up and training LLMs instead of trying to keep up with the diarrhea of content in every field.

I am sure I could figure it out if I stuck to it. But it’s just not… Fun. I’m not sure why I should.

Most of the arguments I see about why to (besides “3 actions in a round, woo”) are “well if your friends do” or “well if the only tables around are” or “if you want to buy stuff now you have to” but these are all just like the reasons to go cow tipping and get pregnant early from my youth.

It makes me sad, because with PF2.5e (whatever they call it- “Remastered?”) out, I feel like I’ve lost my chance to get back on board. By all accounts it’s even more “like that” than 2e and now bunches of 2e things are incompatible. I like the sound of their new Azlanti islands AP coming out but I fear trying to convert it back to 1e. “You missed that there were TWO DOTS next to the person’s name that means they have SOMETHING SOMETHING!!!” Without being an expert in it, it’s inaccessible.

I’m playing DCC now, and most of the OSR stuff has too *little* rules texture and options for me compared to 2e/3e times. But if my only other options are BehemothLand, what’s someone who wants moderate crunch to do?!?

Reavers on the Seas of Fate, Season Six – “The Pirate Curse”

Now we start to move into the second half of the campaign. The first act was started in Riddleport with a mashup of the first two Second Darkness Paizo Adventure Path and the Green Ronin Freeport adventures.

That kicked us off and set up the main foes – the serpentfolk only known as Elias Tammerhawk and creatures from the shadow realm.

Now, in the second act, they’ve lived the pirate life – heading out to sunken Azlant, reaving the Chelish coast, and then sailing south and farther south to get to the southern edge of the Golarion map, running through various old Pathfinder adventures on the way (the oldies are the goodies!).

Now in Season Six they approach Port Shaw, the setting for the megamodule Razor Coast (which I helped edit an early draft of! And note the quote from this very geekrelated.com on the back cover.). They don’t get there till Season Seven, where the next proper act begins, but I use this leg of the voyage to set it up. The rest of the campaign will take place there.

We start with related content, in this case from the Heart of the Razor adventure book: The Black Spot and Sinful Whispers, and then Deep Waters from the back of the Razor Coast book itself, by the legendary Frank Mentzer.

The themes that will come back later in the second half of the campaign are:

  • Degenerate ancient elves that were into sex and other questionable practices
  • Voodoo (or “wendo”, in Pathfinder-ese) – Sindawe already has Mama Watanna, his patron loa, but this will become a campaign-wide plot point and not just a personal one in the seasons to come
  • Jacinth Deepwarder!

It’s sixteen game sessions, spanning 10 months of realtime (we play once every other week, but sometimes life gets in the way). Enjoy!

RPG Review: Pathfinder Lost Omens Travel Guide

Pathfinder Lost Omens Travel Guide

I love the world of Golarion, Paizo’s default game world for the Pathfinder RPG. I was a subscriber to basically everything that came out for Pathfinder first edition and have been running a Pathfinder campaign for some 15 years now (and played in many of their Adventure Paths myself). PF2e wasn’t different enough to convince me I should spend thousands more dollars on the same content again, but the Lost Omens line is about Golarion world content, and I buy those from time to time.

And since my current game is about pirates traveling from place to place, the idea of the Pathfinder Lost Omens Travel Guide, which “presents the highlights of the Inner Sea region to help any and all curous travelers plan where to go and what to see,” was super intriguing. I got it recently and read it cover to cover! I assumed what I’d get would be like a travel guide – here’s what to expect of the sights and sounds, but also practical details, of going to various places in Golarion.

Bottom line up front – it’s OK. There is some great content and some complete misses. And that’s a challenge – as a hardback with 124 pages of actual content for $40, I’m paying a buck for every three pages so each three pages should be worth a buck to me in content. Some groups of pages met that burden and some did not. It’s very uneven. There were some chunks of great Golarion content and then there are chunks of content that I can only call “generic medieval fantasy for dummies.” Let’s get into it.

I got in a bad mood early reading this book but it picks up later. We start with a two-page “introduction” spread containing zero content written by, not a Pathfinder whose name we know from somewhere, but some rando fake fantasy editor.

Time & The Calendar

The book starts with a six page section on “Time & The Calendar”. It names the days and months – something we already know from the world guide – and adds a little bit of helpful flavor, like which day is usually a market day. It confusingly adds “common names” for the months. “Abadius, alternately called Prima.” Alternately by… Who? Why? Where? We’ve been using the primary names for decades in Pathfinder world now, so this a weird add that doesn’t expand our direct usability of the world. Do they use these different names in… Garund? Are they formal “Latin Church” type names the educated would use vs. peasant terms? Who knows. Then a quick justification for the laziness of using the same calendar across the world (There was a war! People agreed!) and then, super frustratingly, some alternate calendars like the Tian Xia Imperial calendar that date from a different year. OK that’s cool. What year? Who cares, apparently.

This is a gripe I’m going to come back to. World content that is actually *useful to players, in play* has some very specific requirements. If we’re going to say “Ah the guy from Tian Xia says back in IC 123”, we should be able to say “oh and that’s equivalent to AR 2500.” But this book just doesn’t bother with that. GURPS was the game that really got this right. I didn’t play a lot of GURPS but I own 20-30 of their sourcebooks because they mastered the art of taking fictional content and boiling it down to what you needed in play. GURPS Conan tells you how much a broadsword costs in Scythia and what differences you, a person wandering in the world, are going to see and encounter. I would get GURPS supplements when planning to run a game in that setting in another game system because their value was distilling the fiction down to usable, tangible specifics relevant to PCs exploring a world.

Then we have a quick historical timeline – again, from other sources, without any kind of effort to make it “what today’s peasant understands” or the like, and then time constructs broken down by race. (We’re supposed to call “races” “ancestries” now but bah to that.) More than 50% of the pages have big graphical sidebars that are not super useful.

Everyday Life

Next, a sizable 12-page section on “Everyday Life.” Here’s where we get into some trouble. Much of this is “Life in a Medieval Village Lite” generalities about what some abstract generic Golarion medieval European does in their life, but less focused on historical realism and more what a fantasy anime village does. “Get up early to tend the livestock!” “People on the water fish!” “Nomads travel!” is the level of detail here. No Golarion insight, like “here’s what a peasant in Andoren’s day is like vs a Bonuwat fisherman vs a Varisian nomad” – nope. Next is a long section on languages, which has the helpful point “Common/Taldane and Tien are trade languages commonly spoken, but not well, because people tend to speak their actual local language.” I said that in one sentence but they took half a page. Then a bit on ancient languages, which I’m not sure how it’s relevant to the alleged travel guide format. Next we have some more generic fantasy content – a full page spread on a “rural home” and an “urban home.” You know, a generic one that is certainly identical across an entire world. These helpfully explain what a “Yard” and a “Bedroom” are. Next, a couple pages on what “Rural Life” is like (is that not “Everyday Life” in Golarion?). This has some dross like “did you know there’s not as many restaurants out in the sticks” but some actual value, just padded. “Out in the sticks people tend to trade in barter instead of paying each other coins, but they’ll take yours” is another sentence you can replace a half page with, and “people tend to not be monotheistic, but revere the various gods in charge of whatever they’re doing at the time; farming, hunting, dying, sailing, etc.” same thing. Like, great clarification, just padded to all hell. And then we have an actual useful little bit saying what a house costs.

Then we have a two page spread on “Rural fashion” indicating that our generic rural peasant might wear a “Hat” and a “Work Apron” and if they fish, perhaps “Fishing Galoshes.” This is where I started to get angry and fear that I’d dumped $40 on one of those shitty big-board books you find in the discount section of bookstores that are like “a castle, for kids!” kind of things.

We run through the same lengthy content for Urban Life, which has more restaurants and more monotheism, and a fashion spread, which indicates more of a love for parasols and pouches than the dirt people. But make sure and ethically source your hat feathers because “the collection of feathers can do a lot of damage to bird populations, and activist groups have begun to protest them.” No I am not kidding. I mean, I guess since slavery and racism and all the other evils have been solved we may as well. (In the interest of PC-ness, everyone including the most evil of evil realms all outlawed slavery in the last couple years between Pathfinder 1e and 2e.)

Festivals & Holidays

I assume it’s because of assigning out sections to different authors and not a lot of time spent editing, but we had some festivals in the calendar section and now we have another semi-redundant 8 page festival section. This one’s OK – it notes a bunch of holidays and festivals with actual locations/deities/context on them, which is great, but with no information on any of them that would be useful to someone traveling there.

There’s no excuse for that. I went to Japan last summer and the travel guide packed in 5x as much information (these 8 hardback pages equal 16 real travel guide pages, which manage to give you a little about what a given festival may actually entail and look like and be about). They do add a little flavor in the 6 pages they use to show some dress for a couple of the festivals, but the density and focus is a problem. In a full page spread on the Cayden Cailean festival of Merrymead, we have a random super dark piece of art that indicates a reveler may well have a “handkerchief.”

But how would you do this better, you ask? OK so near me in Galveston, TX, they have a Christmastime “Dickens on the Strand” festival:

Dickens on The Strand is Galveston’s annual winter holiday street festival bursting with live entertainment on multiple streets, including strolling carolers, roving musicians, bagpipers, jugglers, and a crowd of entertainers and costumed revelers, all dressed in period formal Victorian garb like formal dresses and stovepipe hats and eating cold-weather treats like roasted chestnuts and drinking mulled wine.

Bam. Concise but focuses on what you’ll actually do, what it’ll feel and look like (cold! festive! music in the air! fake old-timey formality!). And you could fit 5 of those (easily) per page so you get more coverage – the problem with a book like this is if your campaign is set in place X and focuses on deities Y and so on, the chance that one of the 4 padded out holidays they cover is going to be relevant is low. Do 30 in that format, and you’re good to go. Or dig more into each one, but dang the content per dollar is low in this section. I get art is expensive, but blowing up a drawing of a copper piece to take a full 1/8 page spread just makes me spend more of my money on it too.

Trade

And that segues us into the Trade section. The church of Abadar works to validate contracts and balance interest rates across the Inner Sea. Some of this is great, some of it gets into weird “fantasy modern”. (They have things to detect if goods have been teleported somewhere to try to profit! No one would want to buy teleported goods! I’m glad we have a super high magic solution to all those level 10 wizards trying to profit off teleporting lingonberries to the Mwangi Expanse!).

They have a full page spread with 4 coins – which is nice, it’s nice to have an example, oh look here’s what an Absalom platinum piece looks like and is called. But again, it’d be better with then a list of 10 other things they’re called in other places and maybe a “and they are all little bars instead of coins in Druma” or something.

A two page spread, one page of which is a map, has trade routes of the Inner Sea. Now we have the first truly useful worldbuilding. (I knew most of this from extensive research I did planning my pirate game, but it wasn’t all in one place previously.) So trade tends to flow in these routes, which has transport implications, pirate implications, and so on. The main drawback here is they don’t really get into what kinds of things are traded. “Goods! You know… Goods from Casmaron!” Cool story bro.

It’s followed by a 2 page spread on trade goods but again we’re back to generic anime fantasy content not Golarion content. Did you know people might trade in metals, fish, wine, leather, cloth? Who exactly? Eh, who cares. This is 2 full pages of “No shit Sherlock” with extensive spending of the art budget on 20 illustrations of “A pile of bricks. A pile of lumber. An ingot of gold.” I pray they reused these off some item deck somewhere or something.

Cuisine

There’s some gems in here but a lot of it is that generic fantasy-ish content again. “People like to eat pork! And stew!” There’s blah fantasy bits (behir caviar is tasty) but also some actual Golarion content in places, but I think it sometimes is harmed by a common problem. Technically Golarion is the entire world, then Avistan and Garund the two most prominent continents in products, and then “the Inner Sea” is technically the Mediterranean that’s between the two. So “One unique aspect of Inner Sea cooking is the prevalence of olive oil.” Fair enough. But because all the world products are called “Inner Sea,” and cover places obviously not in the Inner Sea (Fantasy Norway! Fantasy Kenya!), it’s not clear where they’re saying that’s narrowly vs tightly scoped and it harms diversity. “The northern shore of the Inner Sea uses olive oil in its cooking, while the southern shore predominantly uses palm oils” would add some diversity and some clarity as to range in the same space.

Same deal with spices, you get an actual useful bit about pepper from Varisia’s Mushfens being popular, but then just a laundry list of other spices that I guess are everywhere because we have Fantasy Kroger’s. “Basil, dill, rosemary, coriander,…” makes it sound like everyone in the world of Golarion has easy access to the store brand of all 20 common spices.

A bit on drinks, a 2 page graphical layout of “A Noble’s Feast” (no location) is again discount bookstore fare. Just even make it an example Taldan noble’s feast or something; the world of Golarion basically has “all real world areas and cultures” represented.

Drinks of Ilizmagorti

Then we have 2 recipes which are just excuses to stick recipes in a book because people like that nowadays and 4 cocktail recipes. They have a lot of ice in Northern Garund (think Morocco) do they? I wish they didn’t do the full recipes but just gave some rundowns.

Some of the most useful content I’ve pulled from other sources is like in Cities of Golarion that covered Ilizmagorti, it said it’s a bit of a foodie town and pub crawls are big and here’s a list of representative cocktails. My PCs still say Ilizmagorti was “the best place to party” in my long term pirate campaign mainly because I used this. Notice the conciseness and richness of detail. This entire sidebar takes the space they used for one cocktail recipe in the Travel Guide. “That drink that was just the squeezin’s!” still gets mentioned time to time years later.

Fashion

I mean… So maybe I misunderstand the point of this book. Maybe it’s for 12 year olds who have never done any basic learning about the world or history, and it’s very helpful for them to understand “Silk is an animal fiber like wool.” But it’s billed as a Golarion travel guide God damn it!!! “You can have a beautician do your nails.” The first page is annoying but the second is actually good, it’s fashion trends from Queen Anastasia of Irrisen and Queen Edasseril of Kyonin – sure, Queen fashion trends will travel, that makes sense, it gives me some actual details to put into a real game. “As you look around the high end salon, you see many of the women have real or tailored flowers and leaves adorning the ends of their sleeves and the lower parts of their skirts.” They ask, and “Oh, it’s all the fashion because the Queen of Kyonin a couple countries over is wearing that.” Bam, world immersion.

They keep it up for a while – garb of a student in the Magaambya (fantasy Africa) vs Ustalav (fantasy Transylvania), some New Thassilon driven fashion, some modern anarchist fashion. But we edge back into generic with Accessories. “Handbags! Aprons!” Some are ok though and add world flavor- “Shoanti Tattoos! Varisian Scarves!” The latter help me, the former – I guess it reminds me some people carry purses?

Art & Architecture

I’m going to spare you belaboring the details of this chapter, it’s a mix of generic claptrap with occassional useful examples of some real artists in Golarion, including at least one, Ailson Kindler, that is actually from Golarion lore and not just net new made up, which is great.

Some architectural styles are covered which is good – and finally a bit that is what you would expect in an actual fricking travel guide, famous structures! Go to Riddleport and see the Cyphergate! Go to Osirion and see the pyramids! Each with an illustration.

Pastimes

This is where the generic claptrap to useful world content ratio starts to get a little better. On the one hand, “people collect flowers and shit to entertain themselves.” On the other, we have log rolling popular on the Sellen, people around Lake Encarthan love whittling little big-eyed stylized animals… That I can use to make PCs feel more like they’re in a distinct location.

And then they have extensive rules for “Golem”, which is basically normal poker except there’s a “best hand” made from the discards that can win, and “Basilisk,” a popular sport (though again, popular *where*??? Across Fantasy Tunisia to Fantasy Colombia to Fantasy France? Come on man.).

It ends with a sample Basilisk team, the Riddleport Rollers. OK great! My campaign started in Riddleport! Here’s the goaltender, Mujaika the Wall, who looks like a Mualijae elven woman. Perfect! Ok that’s real PC-interactable world content. Meet them on a ship going to <nearby place>. Party with them. Get pulled into a skirmish game on a beach somewhere, learn the game. That’s a whole game session driven off world content. More please.

Crime & Law

Generic. “Wherever you are… Robbery gets you 20 lashes and 1 to 5 years hard labor.” It makes the content wasted. Call it an example legal code from the Isle of Kortos, have a half page of “well in place X they have wandering judges, in place Y they don’t punish violence much because they victim blame, in place Z conviction is based on a vote from all the citizens that can be bothered to show up in the town square…” and you’re making world content.

Then a two page spread of wanted posters. I “wanted” to like them but they immediately showed the confusion between the “generic objective set of laws” and the practice, since some of the wanted are for doing good acts somewhere that didn’t appreciate them. And no location on most of them.

Now two pages on “headquarters”, with an example furniture shop hiding a thieves’ guild and an Irrisen cop precinct. You really have to squint to see this as Travel Guide material, though I guess you could say the chance a traveller in Irrisen will end up in a lot of cop precinct houses is fair.

What People Know

This is one of the things I have specific expectations around. Too often fantasy worlds are portrayed as people know everything in the setting book. What happened 5000 years ago? Of course a random bog farmer knows about it. Luckily I found this section strong. People have different creation myths, their knowledge of history is generally that “well Aroden started the age of man like, a long time ago, and he died recently and things suck.” What’s the Shining Crusade? “I don’t know but I heard of it.” Realistic, I like it. Introduces the concept of “microregions” where knowledge tends to locally pool – three countries fighting each other have a general shared knowledge, but one country over they may not know much about them. In the Mwangi Expanse, most people know about the Magaambya and welcome traveling scholars from there, and know to be wary of Nagisa and Usaro. This is good info to help show things from ‘the locals’ perspective’ without the locals knowing everything because, you know, they’re primitive savages mostly.

Magic

While this should have more local flavor incorporated besides the obvious “Rahadoum doesn’t allow divine magic,” it’s a good look into what the common man understands. They know magic exists though may not have experienced it; wizards are probably upper class; priests are a little more special because, you know, gods… It also says that many people have some kind of inherent magical knack that they have never trained to the level of “spells” but maybe some of the random superstitious crap they do actually has some effect (folk magic). Good.

Then we have a REAL weird section. I don’t know why it’s in this book and it seems like a pretty major thing to introduce. It turns out whenever you cast a spell you have a bunch of CGI runes that appear around the caster with some specific meanings to them and their colors and fonts and stuff. I mean, this is how it kinda worked in the Pathfinder comics, but this is a strange place to make a canon introduction of what spellcasting looks like in Pathfinder. It definitely means casting every single spell is super obvious, which is a problem for the more stealth casters and enchantments, illusions, and so forth, but eh. Anyway, I don’t know why it’s in this book.

Same deal with a two page spread on spellcaster lairs. This is a travel book man.

Folklore & Mythology

This is cool. Creation myths and differences from place to place. Some example fables and fairy tales. Some ghost stories, some legendary figures. A little more formal than a travel guide would bear but still, good Golarion world content. A bunch of local superstitions, this is totally what I wanted out of this book. In place X a given color or animal or number is lucky/unlucky for a random reason so the locals do something colorful time to time.

Then a full two page tale of a Garundi hero. Nice, though pushing the page count to usability in game ratio.

Religion

More good stuff. Common religious practices, specific things to note per region, religious events & observances, religious iconography. “Gozreh’s worshippers among the Ulfen see the deity’s duality as fire and ice, rather than the wind and the waves… [they] carry iron ice picks…” This is “good” worldbuilding.

Then we have a section with some pantheons. This is “bad” worldbuilding and let me explain why. The concept of a pantheon is great. Normal people don’t pick one god in this kind of polytheistic world, they generally have a set that makes sense in their area and life. Out in farm country in Andoren that’s more like the US Midwest, most folks worship the “Hearth and Harvest” pantheon of X, Y, and Z. That’s cool. These specific ones, however, fall into the min-maxers’ trap of putting together anything from any source with no in-game reason. These pantheons are not local but are often “across the Inner Sea,” and have deities from all kinds of places – Mazludeh, the ruling angel of Holomog, which basically no one has been to and whose worshipers are just described as “Holomog” – suddenly part of a pantheon for people 1000 miles away to use because their “domain” fits into an arbitrary list. Asian gods? European gods? African gods? Native American gods? Nonhuman gods? Sure, mix ’em all together with no justification.

I will never use any of these. And it’s a missed opportunity. Make them hyperlocal and have deities that make fricking sense in them. It’s OK if one is foreign if there’s a reason! I could buy an Asian (Tien) god in a Viking (Ulfen) pantheon because the trade route to fantasy Asia goes through fantasy Norway and there was a whole Adventure Path about it, so maybe one imported deity filled a spot that was kinda missing with the locals so it’s all Thor Loki Odin and samurai lady, fine. But you can’t just say “I’ll pull all the gods from all the regions that have academics in their list of domains and call that a pantheon.”

Nature & Animals

A section on what wildlife, not just monsters, you’ll find as you travel around, like the bowing deer of Nara!

No, I’m kidding, it’s 2 pages of basic PETA propaganda about coexisting with bears and not polluting and stuff. What the absolute fuck. I mean, I agree with it, I was a Boy Scout, but “stuff I personally agree with” is NOT GOOD GAME CONTENT, something that both Paizo and WotC have completely forgotten.

But then we get a page spread of 10 illustrated flora and 10 illustrated fauna, with actual Golarion locations they live in. This is good.

And then two pages of random new herbalist concoctions. Which would be fine in some random Complete Guide to Herbalists but this is a TRAVEL GUIDE. Not “a herbal concoction you can only find in Hermea,” it’s just generic rules content.

And then 2 pages of pets you can buy, including some actual unique and location-dependent ones. Arcadian opossums tolerate being dressed up in little outfits well so they’re popular pets among the white trash of ancient America. OK that’s great!

Finally a 2 page spread of monster locations with a map – reefclaws are abundant south of the Eye and manticores are endemic to the Mindspin Mountains. This is good content but there should be 10x the amount of it, cut some of the flavor text and you could have instad of 6 small blobs on a big world map, more coverage to where whereever your campaign is set, there’s a place renowned for a given kind of monster nearby.

Like, I can’t get over that for every 2 pages of useful content I’m paying for 2 additional pages of dross, and at this hardback cost that’s a buck per three pages.

Weather & Climate

Some good information on the climate in many microregions, with a big but very hard to read map of climactic areas (the legend is miniature and relies on some pretty complicated patterns not just colors). Now if this had a random weather table per region, it would be good game content. As it is, it just tells me that in Fantasy North Africa it’s desert like I would expect from having been through the 7th grade. I don’t hate it but I don’t love it.

Then we have a 2-page spread on natural disasters (normal style) and a 4-page spread on weird supernatural specific weather events that if you, like, vibe with you can get some kind of effect. If you stay outside for a day in the Blood Rains of Ustalav you can make a DC 24 check to maybe get a benefit for a week, or if you f that roll up maybe you get tuberculosis. That’s fun specific world content and Travel Guide worthy. “Travel to Droskar’s Crag, and if you’re lucky enough that it’s spewing ash at the time, rumor is you’ll be protected from the cold when you go back home!”

The Stars

This section talks about the moon, the stars, the constellations (Fantasy Zodiac), moon phases… It’s ok almanac content but does “Moon Phases” need to be an entire 2 page spread? This is one of those “completionist” things that can exhaust PCs. If one or two moons a year are important that’s great, if every single full moon of the year has a special name and meaning and stuff, it becomes hard to care and it’s hard to believe most of the populace does either. At most you’re in an inn in a small town and someone’s grandma is nattering on about how this is the “sweet moon” because it’s around when the berries ripen. Thanks, boomer.

Then we have some astrological backgrounds rules because of course you have to have character options even in a travel book because it’s Pathfinder.

Then they have a 4-page glossary and index, which is actually great because they just toss off random names from all across Golarion and I read the book in one hand while I looked up random deities and stuff with an iPad in the other. (I wish I had known the glossary was there before I got to it, lol, though really hitting PathfinderWiki is better.)

Conclusion

I know I griped a lot. I expected a Travel Guide that does what it says on the back cover, and I think that’s a fair fricking expectation. Fodor’s Guide/Lonely Planet Guide to Golarion would be a great book. If they hired someone from Lonely Planet and had them read 100 lbs. of Golarion lore and said “make a travel guide and make up stuff that’s not in the infodump” I’d pay $100 for it and buy copies for my players. This isn’t that book. But it does have some good Golarion content. There’s animals and stories and art and fashion movements to mine to include in actual Pathfinder games set in the world to add versimilitude.

The “bad” content – most of it isn’t bad per se, just in the wrong book or full of padding. Some is weirdly basic (Did you know in really cold climates people wear winter coats? Here’s a picture of a random winter coat that looks suspiciously like the one Bespoke Post tried to sell me today) and some is weirdly in depth wonkiness (The third full moon of the year is…). The only part I said “no this is wrong and bad for Golarion” is the random-deity pantheons.

If it was a $30 softback I would say it’s a clear buy. As a $40 hardback of 124 pages of which maybe 60 will ever see use… That’s tough. If you’re fairly well off, I guess. I don’t regret buying it but I have plenty of disposable income. If I bought this at age 23 during my first job out of school I’d try to return it.

Reavers on the Seas of Fate, Season Five Retrospective – “Sailing to the Edge of the World”

Fever Sea Map

Well THAT was a long season. 40 sessions, which is early 2015 to early 2017. (As of 2024 we’re coming towards campaign end!) Season Four was all the stuff with Staufendorf Island (adding the three aasimar sisters to the crew) and Deepmar Prison (from which they got Klangin). Heck Samaritha laid her egg back in the first part of S4 and we just got around to it hatching in S5!

This season I dubbed “Sailing to the Edge of the World” because in it they go from Riddleport down past Avistan to Garund and then south and further south through the Fever Sea, past Rahadoum, Ilizmagorti, the Eye of Abendego, the Sodden Lands Devil’s Arches, the Shackles, the equator, Bloodcove, and now beyond, preparing to go off the edge of officially published Golarion maps.

I used a few Pathfinder adventure modules as part of this season – Treasure of Chimera Cove, River of Darkness, Crucible of Chaos – and some smaller ones like King Xeros of Old Azlant the Pathfinder Society scenario and Tarin’s Crown from Legendary Games, but most of it was just smaller encounters and a lot of setting lore content from all the Golarion world content I could scrape together (which is a lot, I subscribed to all Paizo’s content during Pathfinder 1e so I have a bookcase full). Plus, since these places have real-world analogues, I did loads of research on the African coast from Morocco on to the Bissagos Islands off Guinea-Bissau to add fun details. Talk about exploring Golarion! Too often the setting is just a place for a little color before going off on a generic dungeon crawl. I don’t like that, I mean, travel is fun in the real world and the “work we do while we’re there” is not the draw, is it? They spent four seasons up around Cheliax and now they get to travel the world.

On the one hand, this entire season could be seen as a “between.” Their origin is up north and they need to get to Port Shaw on the Razor Coast down south for the campaign endgame. But if you’re a pirate, the journey is the real adventure! None of these adventures were “mandatory” for the plot but were things that made sense for our pirates to do to get power/money/booty/allies/etc.! To sum up our S5 arc:

  • Can we get a planar ship? Nope, didn’t work out.
  • Woo, Morocco (Rahadoum) parties!
  • Woo, Mediogalti Island parties! The players tell me Mediogalti Island parties are the best in Golarion. Cities of Golarion has a whole section on Ilizmagorti including specialty alcoholic drinks there. And the PCs had money, didn’t have anyone immediately after them, and the risk of Red Mantis Assassins being irritated at large scale disruption let everyone focus on the partying and not get friskier.
  • Can we get a giant undead dragon turtle murder machine? Uh, maybe we don’t want that after all.
  • Let’s fight off some native elves in the heart of darkness! We hate elves. I mean, I’m sure some of them are fine people!
  • Can we make our ship fly? Yes we can!
  • Woo, Bloodcove parties!

Don’t worry, S6 is shorter, basically the journey to the Razor Coast where I start the foreshadowing harder (we get a little with the phantom inhabited guy at the end of S5). If you are too antsy to wait for these blog posts, the summaries are posted up through S9 on the session summary page.

Reavers on the Seas of Fate, Season Five, Forty-first Session

Lavender Lil

Forty-First Session (11 page pdf) – “All Aboard” – The Chainbreaker rescues some crewmen et al. from Bloodcove, leaves others, hits the high seas, and brings on yet more!  Some of them are even invited.

Here’s the Fulvous Cabal in PDF – I use Hero Lab so I basically search around for things kinda like what I want (an urban druid and some random cultists in this case), lightly customize them, and off we go! It makes for some strange things I wouldn’t have picked myself (Lily Pad Stride!) which is cool.

Anyway, they thought they defeated the Fulvous Cabal, sent some of the crew including Wogan back to the ship, and interrogated the leader and then killed him. And then they got to find out he was inhabited by a phantom! This will become a theme later on but was novel at this point. This was more dangerous than anticipated since it was only Sindawe, Serpent, and Klangin remaining, they had sent everyone else away. Luckily it was during the daytime, so they managed to flee.

As they get back to the ship, I had decided on a way to bring the chaos plot to an end too, it had gone past “fun game” scary to “players angry” scary. Mitabu had realized that Zoamai was obsessed and being a danger with the book so he was trying to shuttle it away from her. But she finds out and comes after him. Now it’s up to our wise captain Sindawe to negotiate a resolution! Zoamai grabs the book and he decides she can have it if she is fleeing into Bloodcove – on the grounds that this place is a shithole and it’s their problem. (Just like the rat king they leave behind.)

“Mitabu, are you going or staying?”
“Am I in trouble?”
“Depends. Did you bring that book back from Ulduvai?”
“No. It just appeared one night.”
Sindawe pauses for a long moment. “We are good then… As long as you stick to that story.”
A trio of eight-pointed metal stars scuttle down the gangplank and head out after Zoamai.
Both men grimace at each other.

Tension is lifted, so they make deals with the Aspis Consortium to get some ships they can go plunder, and get underway.

Then we have a fun character moment. Rucia and Klangin both have the hots for Wogan. He’s bound and determined to keep his Gozreh-priesthood celibacy going. Sindawe has him and Lavender Lil go in and check out Rucia, who was stripped naked and had runes put all over her by the Fulvous Cabal. Wogan wants Lil to interrogate her using a zone of truth, which she does, but then also uses to interrogate Wogan about his feelings about Rucia as well. After a bit of this Lil goes “to get her clothes” and just leaves the two of them in the cabin.

Wogan and Rucia stare quietly at each other, then make small talk about his curio collection. Lil doesn’t return, so after a long awkward period Wogan orders Taunya to retrieve Rucia’s clothes. Lil rolls her eyes when she sees Wogan scuttle out onto the deck.

Wogan has his chastity, Serpent has his wife, and Sindawe has a jealous voodoo goddess, but they all like to see their fellows wriggle uncomfortably with temptation. For her part, Lil just can’t get her mind around it, she tries to set him up with Klangin too to no response. As a former hooker and succubus’ thrall she just does not get how he can not be interested in anyone.

Then they manage to take the Boastful Shaman without a fight. They have settled into their revamped ship. This is the end of Season Five – now they need to head south along the Razor Coast to Port Shaw to hunt the source of their phantom problems, the serpent man formerly known as Elias Tammerhawk!

Reavers on the Seas of Fate, Season Five, Fortieth Session

Eight-Pointed Star

Fortieth Session (11 page pdf) – “Reality In Flux” – Things start getting weirder than usual on board the ship; reality seems to be deviating from what the PCs remember. Identity changes.  More babies. More chaos parrots.  More eight-pointed stars scratched into the ship’s wood…  Hey, we burned that weird Mythos tome from Ulduvai didn’t we? The Prophecies of the Blind Star-God?

So yes, unbeknownst to the rest of the crew Mitabu had squirreled away an Azathothian artifact (not entirely his fault, he’s crazy and artifacts take action to not be destroyed) and brought it back. And our other crazy spellcaster, Zoamai, started experimenting with it. (She was a PC for a player that was here a brief time and left; Mitabu was a player for a longer time but eventually left too.)

And things got weird fast. Initially it’s bad dreams and “normal” chaos stuff like the eight pointed chaos star they took from Ulduvai as a memento getting loose and scuttling around the hold, but soon reality is shifting without warning. I’m pretty sure the first reality change was a mistake on my part. I randomly rolled Crazy Jake as being on watch forgetting he was supposed to be a captive in Bloodcove, and when the conflict was noted instead of retconning it I leaned in and said “Yes… that’s what you thought… But everyone else says no, what do you mean, it’s Rucia.” I realized how much more effective an undeclared narrative change is than the usual “spooky trappings.” So as time went on suddenly this Elder God chaos infraction has made it so:

  • It’s not Crazy Jake being held by the Fulvous Cabal, it’s Rucia
  • Samaritha suddenly has twins
  • Mandohu from Ulduvai is a lizard man not a flying ape

This interacted strongly with the PCs’ less than perfect memories (“Wait… did both eggs hatch and I just misunderstood?”) and normal screwing around (Sindawe convincing Klangin that Wogan needed a kiss a day to avoid death) and they were actually getting pretty upset. And the cold locker looking like a hellscape is because that true seeing lens Serpent found was cursed. It all turned into one big shit sandwich from their perspective.

Wogan replies, “Sindawe, slap me.” Sindawe slaps him. The pain makes him unprepared for a kiss from Klangin who explains, “It is for your own good.” The unclear distinction between truly surreal phenomena and the usual shipboard surreal phenomena leaves the command crew puzzled and distrustful.

They have a conversation in earnest about simply destroying their ship and escaping. Sindawe’s player was serious. I realized “shit I need to tone this down and give them a little more sense of control or else we might get seriously derailed.”

Sindawe discusses setting fire to the ship and walking away from it all to Wogan, Serpent, and Mitabu. An extra baby, an unfindable eight-pointed star, the carvings, hellscape cold locker, etc. all point to something worse than “they are still dreaming”. Worst case, the old timey snake man cult is teaming up with the shoggoth… or something like that. It may be time to burn it all down and walk away. No one disagrees, but none are eager for all that implies.

Luckily they get to Bloodcove and go kill cultists and rescue Rucia and that gives me enough time to plan the next part of that arc, since I was improvising a lot of it during the first part of this session.

Reavers on the Seas of Fate, Season Five, Thirty-ninth Session

Rat King

Thirty-Ninth Session (9 page pdf) – “Sky Pirates” – All of the crew doesn’t get away cleanly from Bloodcove, so the newly christened Chainbreaker heads that direction.  Things start getting a little weird with the local rat population, however.

They try to break Sexy Beast Sapier out of prison and then get everyone back to Rickety’s Squibs, but the message of a dawn showtime with one day’s notice fails to make its way to everyone. And Thalios Dondel makes it just in time, escaping the clutches of the Fulvous Cabal, but they still have Crazy Jake.

I can’t remember where I got the Fulvous Cabal from – I was stitching together random bits that mentioned Bloodcove in Heart of the Jungle and other sources and still using some of the 3.5e adventures from Paizo, Green Ronin, etc. I can’t find them in a search and I have a vague idea of using some random cult name generator, probably this one.

Anyway, on their way back to Bloodcove with the newly christened Chainbreaker to recover him and any other remaining crew, during which they have two agenda items that come up – one, a rat king causing trouble on the ship. I was foreshadowing it with a bit of a rat infestation, but they fast-forwarded by using a crystal ball to find their missing seamunculus crewman JJ trapped by some rats. There was a great moment where Wogan put it all together and everyone else had the sudden “well of course” realization that is part of a good reveal.

Wogan guesses, “Oh, he’s on board and our sudden rat infestation is his jailer.” Everyone stares at him a moment and then springs into action.

Then they try out their new hover-platform! It turns out to not be as simple as “stick a hover platform inside your ship, suddenly it flies like a bird” – but they experiment and figure out what kind of rigging and ballast and such would be required to make a flying sailing ship actually navigable.

Reavers on the Seas of Fate, Season Five, Thirty-eighth Session

Rickety Hake

Thirty-Eighth Session (14 page pdf) – “Return to Bloodcove” – The party takes their new friend, loot, psychological disorders, and parasites back to the newly squibbed ship – where their newest crewman awaits them!  More refitting is necessary to build in the Shory hover-platform, so it’s off to Bloodcove for debauchery galore.

They get back to Rickety’s Squibs and good ol’ Rickety has refitted their ship, and now gets to add in a Shory hover-platform!

The big news is that Samaritha, Serpent’s wife, has given birth! “A perfectly normal, live human birth,” all the crew members are happy to repeat verbatim. Really he’s a serpentfolk that hatched from an egg, but Samaritha is happy to mind-control people into believing differently. They name him Jormun, son of Ref (Serpent’s real name is Ref Jorenson).

A technique I like to use with this group of “bad guy” pirates is that when something that would be horror movie fodder if aimed at them – like everyone parroting the same stock phrase about something clearly indicating there’s mental influence at play – when they’re the ones “in on it” and it’s to their benefit, they are really tickled pink. It reinforces that they’re “bad guys” even if they’re not really being that bad, it gives them a sense of power, and it reassures them that all these NPCs (family, friends, crew) they accumulate aren’t just a DM trick to give them vulnerabilities.

This then segues into technique two – adding realism to the game world and having things happen when they are not around. They have lost a couple crew members, including one who just got drunk and drowned in a ditch. When they leave a pirate crew on leave in a settlement for a while, especially one made of some fundamentally different subgroups, shit happens. I always make a random table and then roll for every single crew member. Roughly, 1 means something permanently bad happens, 20 means something really permanently good happens, and proportionately inbetween, and I’ll slap together a mini-chart for each option.

I’ll customize it to the place they left them. Rickety’s Squibs and Bloodcove:

  • 1: Something really bad. Roll 1d4:
    • 1: Death by misadventure
    • 2: Death by murder
      • 1: crew member
      • 2: monster
      • 3-4: random NPC
    • 3: Permanent injury
    • 4: Something else appropriate
  • 2: Something bad. Roll 1d6:
    • 1: Equipment loss
    • 2: Abducted
    • 3: Lost
    • 4: Arrested
    • 5: Wanted by the authorities
    • 6: Made an enemy
  • 3-5: General bad times, -1 morale
  • 6-15: Another day in the life
  • 16-19: General good times, +1 morale
  • 20: Something really good. Roll 1d4: (l run out of good ideas a lot faster than bad ones)
    • 1: Item
    • 2: Money
    • 3: Intel
    • 4: Friend

So they have a couple deaths by misadventure, one abduction, one permanent injury, one equipment loss, an arrest, an enemy, and so on. I’m always surprised how loyal the PCs are to their pirate crew; at some point you’d think they’d just say “fuck that guy let’s leave” but it inevitably turns into a whole game session of them helping clean up after their crew. Which results in high crew numbers and morale, so there’s utility to it as well!

Though sometimes they cut bait on one of these mini-plots, like they almost go infiltrate an Eyes Wide Shut type rich people sex club but they smell a rat and walk away forever.

Random generation is leavened with real ongoing plots like the pregnancy and Flavia’s extracurricular habits. But then some randomness helps add texture to these, too – like Serpent botching four consecutive Charisma rolls with his wife; clearly his going off gallavanting while she’s hatching an egg didn’t go down real well.

This is one of my key DM cycles for a long running campaign. Use randomness to spice things up, it turns into people/plots/things the PCs get interested in, so substitute those into later random rolls when they are appropriate, and also give them all a life of their own that keeps the PCs realistically engaged.

Reavers on the Seas of Fate, Season Five, Thirty-seventh Session

Thirty-Seventh Session (7 page pdf) – “Crucible of Chaos VII” – Well, to leave the city the PCs need their teleport spell in the Rain Tiger – but the Rain Tiger is in the Shoggoth. So, it’s off to the Shoggoth Stone to try to free the city from the clutches of Chaos.  Death or glory time!

All they have to do is destroy the Shoggoth Stone in the crater outside the Temple of Azathoth. And they’ve done enough research they know how to do it. But some dread wight lizardfolk have something to say about it, and it’s a race against the clock as the gargantuan babbling Shoggoth comes to absorb them forever.

Spoiler alert – they win! And loot! And they burn the evil magic they find – like the shoggoth controlling Lost Scrolls of Bylduvan. And they think they burn the Prophecies of the Blind Star-God (a minor artifact that lets you commune with madness, among other things), but Mitabu, being now a little crazy and chaos-touched from the shoggoth, squirrels it away for later instead, and it’ll come back to bite them.

And our Lovecraftian super-adventure is complete – the PCs and a new flying ape ally teleport back to Rickety’s Squibs to get their ship and sail the high seas!

Reavers on the Seas of Fate, Season Five, Thirty-sixth Session

Thirty-Sixth Session (13 page pdf) – “Crucible of Chaos VI” – The party makes a new friend by using a magical bell to summon a flying ape! They all go to try to kill another of the leftover Shory rulers, who dwells at the heart of the chaos… And loves him some amorphous servants.  And not how you’re thinking – I mean he wants to have sex with them.

There’s some parenthetical comments about a lizard man with the party and I’m not sure where he came from. C’est la vie. Anyway, most of this session, after a short babau demon ambush, is them rolling into Yithdul the third undead Shory spellcaster’s place, and no diplomacy this time, they tear it up, but as a “chaos-warped dread wight” with some chaos beasts (which I declared his “consorts”, which really upset the players) and he gives them trouble, also the forsaken palace they go to is “a nightmare of shifting reality”.

For a setpiece battle it was very mobile and entertaining, and their new flying ape buddy got in some good spotlight time; they like him.

Reavers on the Seas of Fate, Season Five, Thirty-fifth Session

Thirty-Fifth Session (10 page pdf) – “Crucible of Chaos V” – The Discordant Tower is investigated, as is a weird tomb and a warehouse. And they find the piece of Shory tech they really want, a hover-platform!

Well we’re sure getting our money out of this adventure, well into the fifth session, and they fight ultra weird stuff in this chaos city. Eyeless creatures whose “bellow sweeps across them like a horde of razor blades!” (A destrachan.) An arsenic mist that tries to “get inside” them! (A belker.) Invisible stalkers! Chokers! But they will not be deterred and get their flying cargo platform.

Reavers on the Seas of Fate, Season Five, Thirty-fourth Session

Thirty-Third Session (missing) – “Crucible of Chaos III”  – The PCs all have a strange dream about wandering the streets of Ulduvai from which they have difficulty waking, mainly notable for Sindawe growing giant and fighting hordes of demon monkeys in a warehouse.  Correctly tracing this to its source, they kill the Shory Banderak.

Thirty-Fourth Session (9 page pdf) – “Crucible of Chaos IV” – The PCs go to the monkey warehouse from Sindawe’s dream, and sure enough there’s demon monkeys – but their monkeyshines attract the Shoggoth!

Well, sometimes a session summary just goes missing. Sorry all! But luckily in the first they dream about fighting demon monkeys and in the second they… Go fight demon monkeys. And Banderak. Banderak is a “nightmare creature” and has basically Freddie Krueger powers:

Night Terrors (Su): Once a nightmare creature enters a target’s mind with its dream or nightmare spell-like ability, it can attempt to control the target’s dream. If the target fails a Will saving throw, it remains asleep and trapped in the dream world with the nightmare creature. Thereafter, the nightmare creature controls all aspects of the dream. Each hour that passes, the target can attempt another saving throw to try to awaken (it automatically awakens after 8 hours or if the nightmare creature releases it). The target takes 1d4 points of Charisma damage each hour it is trapped in the dream; if it takes any Charisma damage, it is fatigued and unable to regain arcane spells for the next 24 hours. The target dies if this Charisma damage equals or exceeds its actual Charisma score.

But when fighting the monkeys in the “real world,” making too much ruckus in this city attracts the Shoggoth. Confusion and Wisdom loss result just from being around it. They escape but Mitabu gets all his Wisdom drained, which when combined with future events (stay tuned!) give him basically permanent schizophrenia. And the Shoggoth eats their magic Rain Tiger gem that has their teleport spell in it, which is their ticket home.

But, they find intel and items that get them closer to their goal – putting some ancient Shory aeromantic tech into their pirate ship so it can fly! Also, they love making up contents of weird books they find.

Kings of the Flying Apes (book) – page 1, “See the Flying Ape Terrorize the Naughty Children”; page 2, “See the Flying Ape Rescue the Treed Cat Familar”; page 3, “See the Flying Ape Eat the Juicy Fruit on the Toppest Branches”