Friday, October 16, 2026

Gaming and reading updates

Marshal Hathaway
(not a character in this campaign)
Last night was supposed to be the next session of our game. Well, it was, but it wasn't as good as I'd hoped. A couple of days ago, the 6th player, who came from the original group that I "inherited" confirmed that he's not going to be available for at least the short term, although the timing is indefinite. So, we're five players, and I've had all five of the characters in a session already at least twice now.  The other "new" player came again, and this was her second session. Another guy was iffy; he's got a lot of work issues going on, and his availability is, in general, kind of flaky. He didn't come. Another guy we knew was traveling for work, but he was supposed to be back yesterday, and there was hope that he'd join the session. He didn't make it. So, we were down to the husband/wife team, and the "new" lady... except when I got there, the husband had a migraine, and although there was "hope" that he'd join later, he never did and I didn't see him. So, where I'm now in theory only a single session away from finishing the "first" adventure of my campaign, I only had two players, and we didn't even have access to anyone else's character sheet, so I was definitely reluctant to get them in over their heads, or move too aggressively towards the conclusion. I spent some time getting them to flesh out their character backgrounds a little more; mostly in terms of giving me things that will be interesting for me to play with as GM. Tanya's character Ombra, for example, was raised as an orphan in a weird shadar-kai monastery village. While she thinks she knows her background, she was very explicit that her character could very well be wrong about what she thinks. By the luck of the dice, her character was picked as the lookalike for the Enemy Within Kastor Lieberung caper... but now I'm thinking of adding to it the Mako SWTOR stuff, i.e., not only is "Fraulein Benedicta" a lookalike, but there will be other lookalikes that pop up, with hints of a shady conspiracy that led to these "cloned" versions all being created for some purpose... but then they somehow got out into the wild. I don't have any development for this yet, but I've got plenty of time to think about it.

Erika's character doesn't remember anything from the last couple of weeks or so. Last she remembers, she was with her "clan" in a part of the world that is unfamiliar, and then she woke up in the basement of the insane asylum where the other PCs found her last session. I don't know if Erika herself didn't get it, or if this was part of her character's confusion, but even though I said flat out that this was not in the Forgotten Realms (I'm a little miffed, honestly, that FR and D&D in the latest edition is treated as if it is one and the same) so her character kept talking about Faerun and stuff. Nobody knew what she was talking about. This could easily be her being confused and/or crazy. In fact, the more I think about it, the more I wonder if all of the memories that she has are actually fake, implanted, and maybe something about the same group that created the clones messed around with her too. But we'll see. This is till the introductory adventure. It's not even the "real" chapter 1. I've got time to figure that out, and without the time we had last night, I wouldn't have had all of these juicy character options to bite in to.

We also had them running around looking for clues, investigating and generally getting into some trouble, but not too much, because I didn't really want to do any combat with just the two of them. I really hope, however, that we have enough people to actually run the true introductory concluding session and I can set them up to start the real chapter one.

Who else do I have as characters? Jared's character, who will be one of my most reliable guys, I think, is a gnome cleric of Tyr named Vorgin Jones. Or maybe Vorjin Jones, since that's how he pronounces it. He also pronounces Tyr like Twr. I think he's trying to approximate the actual Old Norse pronunciation, which would be more like the German vowel ü, so Tür. There isn't any such sound in English which is part of the problem, but Twr isn't really  the closest approximation of it. I think he mostly just wants something that he can say that isn't exactly "teer" like people would normally say. Whatever. It's not like he's going to go around preaching the doctrine of Tyr as a major character trait, or meet the guy, so I don't care how he pronounces it; it'll almost never come up. He's a gnome too. He admits that he hasn't yet really gotten a roleplaying handle on his character, or what his deal is, and that he doesn't think that he's quite yet an interesting character, honestly. In his own words. 

John's character, Fenwick Hallstedder, is a human monk, with a noble background of some sort. He's either slumming, or perhaps on some kind of penance or temporary exile, or "you're in time out until you grow up and straighten up your behavior" kind of thing, but he's missed the last two sessions, all of them since we started doing this campaign "for real" so he's not a character that I have a real handle on anything interesting to do with either... although I'm thinking some branch of his family might be involved in the shenanigans with Ombra and ... whats-her-name.

Justin's character is the one that I'm obviously the least interested in, and the rest of the group kind of feels the same way as near as I can tell. What can you do? He's a nice enough guy, and I inherited him as part of the group, but he's obviously not the kind of player that I normally look for. His character is named... "Hey, new guy." Apparently, he ran a whole campaign with the group with a character named Pastrami on Rye. He's obviously the kind of guy who likes hanging out with the group, getting some social time in, and interacting mechanically with the game, but I have a funny feeling that the rest of us will all spend most of our time ignoring his character, and mostly pretending like he doesn't exist, except in combat and occasionally here and there when he helps with solving some puzzle or investigation or whatever. Sigh. Getting any meaningful roleplaying out of him may not be worth the effort, so I'm unlikely to really engage much on that front unless he starts engaging first. 

Don't get me wrong; I'm not complaining that I have him. I don't mind him being in the game. But from the perspective of the "story" of the game, he clearly doesn't fit, isn't meant to be taken very seriously, and so... won't be. If the game were ever converted to a story or screenplay, like the Critical Role show, his character wouldn't even make an appearance at all.

So, we'll see what happens next week. Tanya, who's usually my most engaged roleplayer and most engaging character (and the DM of the Tyranny of Dragons game) isn't available, but we think that she's the only one who will be missing. Kind of a shame, but I don't want to not hold the session for one player, even if she is otherwise the most consistent and most engaged of the whole group. This is, after all, the finale, sure, but just the finale of the introduction. There's plenty more that I have planned going on.

Oh, I also tagged this as reading. I did finish "House of the Beast" last night before going over to the game. I also finished some of the other material in the book, but I still have about twenty pages or so of "supplemental material", namely the "set piece" mini adventure, the Elaine Cunningham short fiction, and the Bestiary. It was significantly better to read than Return to the Temple of Elemental Evil, but it's still not as engaging as I'd like, because it was still a dungeon-crawl, after all. I'm much more interested in the (we'll see, but claimed) urban intrigue adventure that's the next one in the trawl as soon as I finish the last little batch of minor sections that are in the book but which follow and are supplemental to the adventure itself. 

While I have some other products from other trawls queued up in my SumatraPDF reader, I'm not likely to read them until I finish these last Paizo D&D 3.5 products. I've got four Campaign books to read, four stand-alone modules, and four more chapters of Legacy of Fire. After I cross the Rubicon of D&D 3.5 to PFRPG, I won't care quite as much about keeping them in synch; I'll mostly just be reading which trawl products in which trawl that I'm interested in. I don't believe that I'll really do a lot of stuff out of order, necessarily, but I'll only dip into the trawl that I feel like reading next rather than trying to keep them in lock step. Once I finish this Paizo stuff, I'll at least read a new Eberron book and a new Forgotten Realms book (as well as finishing the Dark Worlds SPCM campaign) and probably also read Expedition to Castle Ravenloft and Curse of Strahd and Monster Manual IV. That means that it'll be a few weeks before I dive back in to Paizo. 

Thursday, October 15, 2026

Dungeoncrawling

I finished Return to the Temple of Elemental Evil, which was a very tedious dungeon-crawl to read. I was excited to finish it and move on to what I expected to be a more trad-style adventure in the next chapter (two) of the Legacy of Fire adventure path, "House of the Beast" I think it's called. And... right off the bat, the introduction is a love-letter to dungeon-crawls and a proclamation that this one is a dungeon-crawl. I tried to read it, but I found my mind wandering a lot, and it was hard. It's hard to read dungeon-crawl adventures as reading material, although I can understand how they can be played. I still don't enjoy them a lot, but again, as reading material, they are dreadfully tedious. I had to stop reading partway through and tell myself that I'd come back to it later. That was disappointing. Not that reading modules is always the most exciting thing, and I know that every adventure path probably has at least some degree of dungeon-crawling, but it was disappointing when I wanted to cleanse my palette from a very tedious dungeon-crawl to immediately turn to another one, even if it isn't as tedious as the one I just read by a long shot. I'm not sure how much this particular adventure path is really my speed, to be honest with you. I think the next adventure after this one looks better, but the whole genies and Arabian Nights vibe is... well, it's OK, but it's not my favorite. In spite of the fact that hiking in the desert is a hobby of mine (at least in the winter, when the weather is cool, if we're talking about the American southwestern desert. I've had great trips to Moab, Hanksville, Grand Junction and Big Bend National Park, and I'd love to do more in Arizona and New Mexico in particular.)


I don't want to skip ahead, but of the upcoming adventure paths, I think the next one, Council of Thieves, will be fun to read, even if it's not necessarily a highly regarded campaign. I never was going to run it as written anyway. After that is Kingmaker, which seems to be one of the absolute favorites, but ironically, I am wary that it isn't really my thing. Serpent's Skull and Carrion Crown are next, both of which I've read in the past, but not for many years, followed by Jade Regent; another one that I don't think I'll enjoy as much... although we'll see. Sometimes these can be better to read than to play (or vice versa) so I'm trying to be open-minded instead of just focusing on themes and stuff that I already know that I enjoy.

Skull & Shackles is after that, which I expect to like, followed by Shattered Star (lots of dungeon-crawls again) and Reign of Winter (which I already know that I'm annoyed by one of the final chapters where you literally travel to the Bolshevik Revolution in real world Russia in 1918 and fight Rasputin, which seems hoaky beyond belief.) Anyway; that will keep me busy for a while. If I really finish all of those before the end of 2027, I'll be doing really well, without looking at the rest of them beyond that. Even if I have a pretty good clip of reading these, I doubt I'll finish the PFRPG adventure paths before the end of 2028. Then I can decide if I want to read the 2e ones, or take a break. Especially considering all of the other gamebooks that I also want to read during this period.

Wednesday, October 14, 2026

Wages of feminism, once again

I mean, there really isn't anything more that needs to be said, is there? Grumble, grumble. Formatted with the "Show More" nonsense. Here's the full text.

Step back and think about the things women fight for harder than anything:

1. The right to murder their children through abortion 

2. The right to have absolutely no accountability for anything, ever (see Lindsay Clancy

3. The right to be a whore (see Jane Doe/Cornell)

4. The right to dress like a prostitute everywhere (see Shane Gillis)

And their reactions to be called out for it exposes them further and further. 

Look, ladies, the things you fight for most say a lot about you. It speaks to your values. And the point is... you don't have any.

*this is not every single women everywhere who has ever lived all the time, just most of you, so don't bother with the low IQ responses.

D&D 3.5 vs PFRPG

Well, I'm the better part of twenty years too late to write this, but what the heck, amirite? I'm re-reading a lot of 3.5 and PFRPG products right now, and I still prefer it to D&D 5e, which I don't really like because it feels like running 3.5 except without most of the character customization options, and to 4e and PFRPG2, which I have no interest in at all. As far as I'm concerned, "d20" is still D&D, and by far the version of D&D that I prefer. But it's a "family" of games. Just like B/X. BECMI, AD&D and even OD&D were all broadly compatible, used the same system with a bunch of customization unique to each, and you could easily hybridize (and almost everyone actually did) amongst them because if their high compatibility, I see D&D 3.5 and PFRPG as being in the exact same situation. Some things I like better in one system, and some in another, and I've been saying that all along, but it's still true. But I never really systematically described what I liked better in one system vs the other; I just made a few handwavy comparisons back in the late 00s when Pathfinder was new.

So, I found an old reddit post (although not that old. It's nice to see that the two systems still have their fans). While it doesn't pretend to be comprehensive, it kinda sorta mostly is, so I thought I'd use it as a springboard from which to make my own analysis. So, this will kind of be a "fisking" post, where I talk about what I think about what he says.

I both DM and play mainly a mix of Pathfinder 1e with 3.5 included. If there is a Pathfinder version we tend to use that. There are some obvious differences that make Pathfinder seem like a better thought out system, but it still has its base in the 3.5 materials.

CMB and CMD streamline the entire grapple system of 3.5 and make it easier to use. It is still a bit complex, but you dont need a page-sized flow chart for grappling like you do in 3.5. Just an index card lol.

This is one of the things that I've always agreed with; the combat maneuvers procedure from PFRPG is simply better all around than whatever 3.5 did. There was a reason while playing 3.5 that I almost never attempted any of those maneuvers. Not only were they too complicated to remember how to pull off, the rules-as-written were honestly too punitive. It never felt like it was worth it to make the attempt, because it was never as good as just attacking. 

Skills - Class skills and trained skills are easier to understand. 3.5 had it to where you get 4x the normal skill point per level amount of your class at first level where PF1e just makes it a +3 misc. in class skills you have at least a skill point. This ends up making you have the same effective possible bonuses without more math, and lets you just limit max points in a skill your current character level instead of that + 3. Yet because of this numbers being the same, you can still easily convert over feats and prestige classes from 3.5 and just count the misc. +3 as skill points for prerequisites.

They also changed Concentration to being a flat Caster level +casting stat modifier instead of a skill relying on CON which many casters are bad at.

Because I rarely play casters, I don't have a strong opinion on Concentration, but I think the "it's less math" idea is kind of dumb. I don't know that I think one system is better than the other between the two skill points at 1st level schemes, but 3.5 certainly allows for a marginal bit of more customization, and I never once thought of it as difficult to do. That change strikes me as a pointless one, and the main reason I oppose it is because it doesn't actually offer an improvement, and it's difficult to remember that it's different for people who (like me) made tons of characters in 3.5. Why change things if it's just a change for change's sake? I'm sure that they thought it was an improvement, but I fail to see how.

Listen and Spot were combined into Perception.

Hide and Move Silently were combined into Stealth.

Balance, Jump, and Tumble were combined into Acrobatics.

Decipher Script, Forgery, and Speak Language were combined into Linguistics.

Search was dropped, but I add it back in for my homebrew character sheets.

Use Rope I don't think has a direct translation, but I have seen most DMs use Sleight of Hand or a simple CMB check for most of its applications.

Gather Information was folded into both Diplomacy and Knowledge Local depending on how its done.

Open Lock was combined into Disable Device.

Listen/Spot combined is a no-brainer. Hide/Move Silently too. Balance and Tumble too, I think, but I guess I don't mind putting Jump in there too. Although at some point; why not swim too? Why not Climb too? Why not every physical skill? I'm not going to complain about Jump being in there, but I think that it isn't as obvious.

 I always thought Decipher Script and Speak Language were kind of silly skills, honestly, but I have no idea why Forgery is now Linguistics. I'd honestly prefer some other method of adding extra languages than spending skill points, which was always kind of wonky in d20. Decipher script was another one that never made much sense to me. You either can read a language or you can't; you can't make a "skill check" to read a language you don't know. I think that there's room for a reworked linguistics that uses some elements of decipher script and speak language, but which made both make more sense. Forgery, on the other hand, has no relation to either.

I presume that we're meant to use Perception in place of Search, and that's fine, I suppose. I hardly ever used Use Rope, but as someone else pointed out in a comment to this post, the most common usage of it was to tie someone up, so CMB/CMD applied, I guess. The other combinations either made sense or at least I have absolutely no problem with. I, in general, don't mind thrifting of the skill list, and of course, my own homebrew has an even more radical thrifting, down to merely six skills. But my own homebrew is meant to be specifically rules lite, so that's not really apples to apples. The whole reason to play a system like these d20s instead of a rules lite alternative is to have more character definition, and the skill list is a big part of giving us that... as long as the skills don't step on each others toes. Come to think of it, that's part of the reason I like the 3.5 way of doing skill assignment rather than PFRPG. It gives you just a bit more fine-tuned control and granularity.

One thing that I thought of years ago but which I've never really heard anyone say anything about, is that high skill characters like rogues end up having so many skill points to spend, however, that with an abbreviated skill list, they can basically take almost anything that they want. Their effective "wealth" in terms of skill points to spend is increased when there are fewer skills to spend them on, but they still have just as many points to spend. I'm not sure if that's good or bad; there's still room to customize what a rogue is and does, but it's worth pointing out, at least. 

The Class System - While some classes in 3.5 had a racial alternative feature or options leveling up, there were not many options when you took a class for customization aside from multiclassing or going into prestige classes. This is the main part of how the system came to "bloat" as some put it as instead of having archetypes or subclasses there were just entire classes and prestige classes created for varying versions of the same play style.

Pathfinder, to my knowledge, introduced archetypes that exchange class features of the base class instead of making entirely new versions of the class. On top of that, the classes themselves have many more features than the base classes. Looking at any of the original classes, they all have more choices and features just in the base versions over the 3.5 versions of the same class, let alone the ability to switch some of them out. PF1e classes have between 10 and 80 archetypes, many of which stack, and some of which exchange nearly all the main features of the class to play entirely different.

Actually, the idea debuted in a modern d20 context in the Player's Handbook 2 for 3.5, although I'll give Paizo credit for actually seeing and unlocking the potential in the idea through archetypes. Archetypes are a great idea, and as far as I'm concerned, should be seen as making prestige classes (and many alternate classes in general) completely obsolete and pointless. Although arguably there is some bloat in terms of archetypes by now. I mean, 80 archetypes for a single class? C'mon. 

The power scale of classes have increased in Pathfinder 1e from 3.5.

I'd argue that that's the biggest con of PFRPG vs. 3.5. That was completely and totally unnecessary.

The lowest hit die of a class is now a d6 instead of a d4.

Some classes probably need a bump (rogue's d6 to d8 makes some sense, for example) but wizards et al were not one of them.

You gain a feat every odd level instead of every 3rd. So by level 20, ignoring extra from races or classes, you now have 10 feats instead of 6.

Too many feats as it is. Not a fan. 

Level 0 spells can be cast infinitely.

Not a fan. D&D is already too high fantasy magical. 

The end cap of classes have been buffed and there exist a group of choices available outside class restrictions.

I don't even know for sure what he's trying to say with this one, but if it's (as I think) related to high level, I don't really care. I never want to play another high level game ever again, honestly

Crafting PCs, namely wizards, are no longer behind the party since magic items and spells no longer require xp to make or use.

This is probably good on paper, but I never actually played with a group who had crafting PCs. We were always too busy adventuring to sit around crafting. We'd find loot and if it wasn't what we wanted, we sold it and bought magic items, not crafted them.

Most classes get an much larger amount of features. Rogues have talents, monks have ki powers, Magus' have arcanas...

This is by and large a welcome change. I don't care quite as much about the "scourge" of dead levels, but having more options to choose from rather than simply... not having them, is certainly better. Really bland classes like the fighter are considerably more interesting in PFRPG compared to D&D 3.5. 

Rules are more systemized in Pathfinder

Polymorph rules are the biggest in this group. 3.5 had a lot of trouble limiting the power of certain builds and druids because of how PCs could gain the stats of creatures. But the rules of polymorphing in Pathfinder codified wild shape and other morphing abilities to match spells which have specific limitations and buffs to the PCs' stats instead.

I guess I've heard that polymorph and wild shape were OP, but I never really experienced it myself. Then again, I didn't play with powergamers, or even very many druid players, for that matter, so maybe I just never experienced the problems that other people talked about a lot.

Races are built using race points (RP) that allow the DM to know exactly how powerful it might be instead of level adjustment. Though I use both and consider 15 RP to be equivalent to +0 LA, 16-30 as +1, and 31+ as +2 and allow templates after I approve them.

The LA+x system was one that I never liked, but I'm also not a fan of the power bump in racial design, honestly. Then again, I haven't really looked at the Advanced Race Guide in some time, and I don't remember how it works very well. I like lots of races so that I can have lots of options in world-building, but in actual play, I definitely prefer a more limited palette of races anyway. I just am, honesty, a little bored with the 3.5 and PFRPG core rule races and want to see different ones. Not necessarily more races, but also not necessary the "Tolkien group + gnomes" racial mix.

Monday, October 12, 2026

Burning out... 2e or 3e; which is truly transitional?

I read, this weekend, a number of game books, some of them kind of short. I finished Guide to Absalom and the short stand-alone module, "Hugry Are the Dead" (although stand-alone is a bit of a misnomer; it's third in a linked series. While it can be played as stand-alone, and they go out of their way to point that out, it was neither written nor intended to be so.) I also read much of 3e's Return to the Temple of Elemental Evil. This is a pretty hefty book, as a pdf. I have the entire book, which is 165-170 or so pages, many pages of maps, and of course there is also an associated Dragon Magazine article, and the web enhancement pdf. I got into pdf24 and chunked all of the latter on the tail end of the pdf of the book, so my version is now more than 240 pages; but of course, I'll not "read" all the pages with the maps, so it's probably more like 200 or so of actual pages to read. And a number of those are just NPC stats, which I'll also skip/skim. So... 180 or so actual pages to read? Maybe a little less? Very rough estimate. In any case, I'm on somewhere over page 100, so I'm at least 60% done, even counting the Dragon article and web enhancement. 

It has been extremely tedious to read, I'll admit. I'm not really enjoying it. I've read 10; almost 11 of the 3e officially published adventures now. There were less than thirty published, and at least half a dozen of them are the super short "Fantastic Locations" adventures, although many of the later ones are longer; more like 5e campaigns, really (Expedition to Castle Ravenloft being directly comparable, of course, to Curse of Strahd). I'm not counting officially published adventures for other settings; I've read most of the Eberron ones as part of my trawl, except for a couple of late additions that are still to come, and there were a few for Forgotten Realms; next book on my FR trawl is, in fact, a long-form adventure, City of the Spider Queen. I believe that the Return to the Temple... that I'm reading right now is the last (other than the web adventures) module published officially by WotC for 3e as opposed to 3.5, for what that's worth. While I'd never read those, and I did want to do it, I admit that in retrospect, I don't think it was worth the trouble. Other than "Speaker in Dreams" I didn't really like any of them, and haven't thought they were worth reading. I really hope that the FR module, when I read it somewhat shortly, is structured more like the later modules, and actually has more of a "story" rather than just being random site-based stuff. But I don't know. In any case, I'm certainly burning out on reading these modules. They're not fun, and this Return to the Temple of Elemental Evil in particular has not been fun. I'm feeling totally burned out on reading adventures because of it, and even somewhat burned out on RPG products in general. I think I need to take a break for a few days and read something else. Almost anything else. Time to pick up a novel, or something.

That said, it did give me reason to wonder about a philosophical discussion of sorts. Second Edition (AD&D) is often held out as a transitional edition. The rules themselves are not very modern; it's mostly just re-organized and slightly cleaned up First Edition AD&D, and mechanically it retains the broad compatibility that all old versions of D&D do, but the presentation and much of the non-mechanical elements of the game were much more "modern." Modules were no longer site-based by default, and the whole trad-storytelling vibe that was popular especially during the 90s suffused most of the products. And I think that that assessment is fair and accurate; no problems from me. However, I'm surprised at how old school this crop of modules is. I doubt that if I'd read them at the time, it would really have occurred to me; it only feels very old now after reading much more modern modules and/or campaigns. I knew that "back to the dungeon" was a motto of 3e at the time, but I'm surprised how much the presentation and structure of how the game was supposed to be played, as indicated by the modules, anyway, is so old school even as the rules are the first version of D&D to be considered "modern"—although even that is debatable in retrospect in many respects. But let's for the sake of argument suggest that it is; that means that it's just as transitional as 2e was, just in different ways; it was, in fact, in many ways the mirror image of 2e.

Of course, that didn't last forever, and by the end of the 3e era, it was being presented in a much more "modern" way, which is why I like reading, for example, the Paizo adventure paths. They're just much more easy to read, and they tend to scratch the itch of what I want a module to be much more than the massive dungeon-crawls with random monsters sitting in rooms, like Return to the Temple of Elemental Evil really is, honestly.

Saturday, October 10, 2026

System and setting

I just finished two books this weekend; Paizo's system book Occult Adventures and the second part of the SPCM Dark World campaign; all of the first five of the first of which come in four slim books; the sixth and final coming in a single thicker book. The capsule quick and dirty reviews of them are as follows:

Occult Adventures: an interesting book if you're really into the PFRPG system. Otherwise, the book is extremely heavy on mechanics and doesn't actually offer very much other than mechanics. I'm not completely against the PFRPG mechanics; it is, after all, the spiritual (and in most cases literal) continuation of the d20 system, which I played almost exclusively for the better part of 16-17 years, would probably be happy playing again today, and didn't really mind, with some caveats. That said, it is certainly difficult to read some of those super mechanics heavy books, even when they're offering mechanics that I'm interested in potentially using, and the psychic classes and occult "system", if you will, especially as a potential replacement for "normal" D&D magic, is compelling. I still like the idea of my STRANGE AFFAIRS OF THE UNSEEN BEYOND as an alternative mini-system, or house-rule set, and does exactly that and would come with a mini-setting that is built around the concept of such. 

I probably need to redo this with the background faded a bit more...

In any case, I'm also picking up Horror Adventures to read and it'll be the hardcover book that I carry around, but I'm not actually going to read it until I read the three softcover Paizo books that are in my backback first, the next of which, which I hope to read also this weekend, is Guide to Absalom. Dark Markets: Guide to Katapesh and The Great Beyond, are also in that group, and they, along with Dragons Revisited and Dungeon Denizens Revisited complete the D&D 3.5 compatible Pathfinder Chronicles books that I have on deck to read. I'm working on finishing that little group, along with the next five stand-alone modules, and the 2-6 chapters of Legacy of Fire all at the same time, and then all three of those particular trawls will migrate from D&D 3.5 compatible to PFRPG compatible. Which, as noted above, is a bit of a misnomer, since PFRPG is largely compatible with D&D 3.5; it's just a bit more complicated and certainly noticeably over-powered from a PC perspective. 

Sandy Petersen Cthulhu Mythos Saga 3: Dark Worlds, Part 2: Nithon: Pfew, that's a lot to type. This is the third of the SPCM Mythos Sagas that I've started now. The first one was an interesting idea, but with relatively poor execution and ultimately didn't impress me very much. The second one also had execution issues, I think, but was a much more interesting idea, and I'm convinced now that when combined creatively with the Serpent's Skull adventure path (which I'm not that far away from reaching, and which I have read before a number of years ago) I'd have an absolutely bangin' campaign themed around fighting serpent people and dinosaurs and jungles and all that stuff. Dark Worlds, which I guess I'm now officially halfway through, on the other hand, I'm finding lacking; possibly even more difficult to imagine how I would use than the first one, Ghouls Island. Still, as an avowed fan of Lovecraftian themes, I'll continue to read them until I read all six, of course, and the next one, with the Tsathoggua themed stuff, I'll hope to find is better. But we'll see. The SPCM has been more miss than hit for me in general. In fact, although I know why he (they?) made the decision to do so, I'm not really convinced that making it D&D 5e compatible in the first place was ever really the right call. 

But I'm still excited about using Yig Snake Granddaddy, in spite of it's obviously stupid name. I've even got an upcoming campaign based around that very idea.

In addition to the book reviews, I've also given some thought to an interesting phenomena. Or at least, I think it's interesting. I've never really thought about any D&D as being setting intrinsic. I've always seen D&D as setting agnostic. In the past, it was overtly and explicitly so. Lately, it's only kinda sorta so. Now, non-D&D games were never intended to be setting agnostic, unless they were explicitly intended to be so, like GURPS or something. My copies of, for example, MERP, Star Wars d20, Shadowrun or Werewolf: The Apocalypse were obviously all built to come with a setting, and although the rules could be used in a different setting if you wanted to, it wasn't intended that way. D&D, on the other hand, was never like that. While possibly some early D&D stuff was implicitly set in the Greyhawk setting, the reality is that the Greyhawk setting didn't exist in a form that we would associate with the modern understanding of setting until the World of Greyhawk product in 1980, and even that's probably iffy, as it still lacked much of the detail that we expect from a setting to be useable. Throughout the 70s, Greyhawk, if it existed at all, was just Gary Gygax's home game. 1980 was, I suppose, a watershed moment, but you could also argue that it wasn't until the 1983 boxed set that Greyhawk really became a setting as we know it today. 

And while adventures were nominally set in Greyhawk and may have made offhand references to a Greyhawk geographical feature here and there, those adventures were deliberately featured to not really have any setting stuff in them other than the immediate needs and setting around the adventure site itself. The "basic" line of D&D (as opposed to AD&D) had Mystara, or the "Known World", a completely different setting, as it's implied setting, although again, there was little need to refer to any setting most of the time, until actual setting material, like the Gazetteer series, started getting published. Even then, that stuff was all very optional, and almost nothing of the modules or rules needed any of it, or even referred to it, for the most part, with the exception of the Grand Duchy of Karameikos being a kind of "sample" for overlanding in the Expert set. During 2e, of course, the publication of settings was a big deal, and they published all kinds of them; continuing with Greyhawk and Forgotten Realms, which had come out earlier, and adding to it Birthright, Dark Sun, Ravenloft, Planescape, and many others. But all of them were deliberately kept somewhat separated from the rules, and existed alongside it, modifying the game for use within that setting, but otherwise leaving D&D itself alone, which continued to be pretty setting agnostic (minus all of the things that were implied by the rules, of course.)

A PFRPG brawler

During the 3e era, Greyhawk was once again the default setting, but they were very explicit about not pushing that as anything other than an example, and made it as unobtrusive as possible. The only exception here may have been in many of the Dungeon adventures, and a handful of adventures that were more explicitly set in Greyhawk, but then again, 3e almost immediately published a whole lengthy Forgotten Realms line of products alongside the "regular" D&D products that established it as an alternate and popular setting, and the only official one in print for a few years, until they came out with Eberron after the launch of 3.5 and the setting search activity. Because of the OGL and the SRD, unofficial settings proliferated too, as well as even semi-official settings, like Rokugan (part of the Oriental Adventures book, and then a semi-official OGL product by Alderac Entertainment Group), but I also have settings published in this era like Midnight, Dragonstar, Sovereign Stone, Freeport, Iron Kingdoms, Scarred Lands, and more. 4e also came with a built in setting, but it was deliberately unobtrusive, and if anything, fans are a little bit upset that there isn't more information developed for the "Nentir Vale" setting and it is as lightly treated as it is. I'm even kind of one of them.

Which is why it's a little odd to me that Pathfinder and even 5e seem to be much more overtly tied to settings than anything else by D&D. Pathfinder, being a continuation of the mechanics of 3.5 meant that I would have thought that I'd just keep using it to play in whatever setting my 3.5 games were in if I wanted to upgrade. It would give me options, like if I wanted to use the aforementioned occult classes, or heck, something as cool as a brawler, as a class in Greyhawk, Forgotten Realms, Eberron, or even my own homebrew setting, well I could, because ultimately it was really just a rule system, like the older versions of D&D. And honestly, you could, of course, treat it that way, and just get the mechanics books and ignore many of the other books like the Player's Companions, the Setting/Chronicles line, or of course the many adventures. But, of course, Paizo in many ways built their entire company on adventures, and the adventure paths in particular, which were their signature type of product, and adventure paths, like any published campaign, have to be somewhat setting specific. Even the attempts to suggest that the earlier Dungeon magazine adventure paths could be adapted to not take place in Greyhawk felt kind of half-hearted, as they were more and more explicitly included loads of Greyhawk references and even foundational, bedrock setting elements. Rise of the Runelords, and the subsequent adventure paths never even made any attempt to be anything other than Golarion specific campaigns, and Golarion lore was a huge part of them, to the extent that I really think of Pathfinder as the game set in Golarion. While I could use it as a "generic" D&D, I wonder how many people do, indeed, even make any attempt to do so. I say in spite of the fact that I do have PFRPG compatible Freeport products which do, in fact, do exactly that. I know some smaller companies published Pathfinder compatible stuff, and even larger companies like Kobold Press made a lot of Pathfinder versions of stuff that I associate more strongly with 5e now, of course. But looking around at actual plays and discussions about the game, etc. I see more and more that most people just assume that Pathfinder = Golarion, even though of course it doesn't necessarily have to. But I think Paizo have kind of deliberately cultivated that attitude; certainly they haven't published anything for Pathfinder that implies any other setting (other than WWI Russia briefly during the Reign of Winter adventure path, lol) except for extremely discrete and oblique references to "standard" D&D elements like Orcus, or Lovecraftian stuff which is very lightly implied to actually take place in the real world.

5e has, of course, done the same thing with the Forgotten Realms. Although they have published a handful of Eberron products, even most DM's Guild 3pp stuff actually takes place in the FR, and most lore videos on YouTube have the annoying habit of talking about D&D and FR as if they were one and the same and not that one is a partial subset of the other.

I dunno; maybe I'm overthinking this, and it's either not a big deal, or just a perception bias kind of thing. 

As an offhand epilogue aside on a totally different topic, I was surprised to find out on Thursday that my players didn't really know what a genasi is, even though I'm actually playing one in a game that one of them was running. When I told them that genasi were to genies and other elemental creatures what tieflings are to demons, devils and other fiends, that seemed like a major reveal. I guess it goes to show you; I get a little too invested in D&D sometimes, and take for granted stuff that other players may not.

Friday, October 09, 2026

Playing and Actual Play

Well, I ran the next session of my game, which it looks like is gradually turning into an actual campaign. I feel like after a few sessions, I'm starting to hit my stride. Which is unusual given the situation; last night we were missing two of my regular players, one of the "new" players (that I actually have not ever had yet) and another new player, along with two regulars. A bit of a sketchy attendance. After several sessions that were really quite action packed, I had one last night with no combat and only a handful of skill checks required any dice rolls at all. I do felt like I really got into my stride with roleplaying and pacing, though. I had a good time last night. 

Sadly, the new player, and I didn't say anything, so I kind of expected that this would happen, brought basically a character that I'd run for her in a one-shot before, a dragonborn druid. I wouldn't have had any dragonborn at all in my setting, but this isn't really my setting; it's kind of a strange D&D 5e reflection of my setting. So, y'know. Like my setting, but with superheroes, Muppets and My Little Pony. In fact, a lot of the characters I have with this group are recycled, essentially. I have a "variant human" celestial patron warlock...who apparently is a concept he's played before. The dragonborn druid is recycled. The shadow elf/shadar-kai sorceress is recycled. Then again, my campaign is being somewhat recycled, so I don't fault the players for picking up something already made. When we started this, we had no idea of this necessarily being a long term campaign or not, although now it looks like it probably will be.

Anyway, I had a good time last night and I'm reasonably happy with how it turned out. I still have one character to add, and I have no idea what he'll be. I like the guy who will play this new character well enough, although his attendance seems to be kind of flaky, but I'm thinking that I've only ever seen him play Muppets before. His kenku characters literally come across to me like Gonzo.

—(  †  )—

I've been listening to the Hideous Laughter Podcast's playthrough of Carrion Crown. They're about to finish book 2, and it's early 2000 as of the time of recording, which I heard them mention offhand just an episode or two ago. While I mostly like it, and they're charismatic voice actors, if you will, and have good chemistry with each other, there are a few things that routinely bug me. First, some of the pronunciations start to drive me crazy. Gorillon is not a Spanish word, so it's not "goriyon"; it's like gorilla with an -on instead of a -a at end. "Larry" isn't a "flesh gollum", he's a flesh golem. The game and modules themselves are also a little silly. They've been doing the "finale" in the Schloss Cromarch or whatever it's called for at least half a dozen hour-long episodes. It's starting to get tedious to run through this dungeon fighting relatively random monsters.

Golem is not pronounced Gollum

Otherwise, it's a good podcast, and I do like it. But it's a little on the long side. That's what we need to do to make adventure paths workable; trim them a bit, downgrade the level requirements, and make the entire procedure more streamlined.

—(  †  )—

Lastly, I wonder if, for my D&D 3.5 and PFRPG hybrid, if it's actually worthwhile to limit levels of spellcasters to keep the magic level low (i.e., force them not to start spellcasters at level one, to make sure that none of them get access to 3rd level spells), or if it would be better to just line item veto certain spells and let people take whatever class levels they want. If I'm doing E6, 3rd level spells for fullcasters are available at the top end, but I'd eliminate:

  • Goodberry
  • Create Food and Water
  • Fly
  • Levitate (maybe)
  • Speak with Dead
  • (Leomund's) Tiny Hut (maybe)
  • Mount (maybe)
  • Rope trick
  • Detect thoughts
  • Zone of truth
There's more spells that are probably a problem in terms of invalidating challenges in additional books, if they shortcut common challenges that I'd much rather have replicated via the skill system (which is what it is for); those are just the Core Rules spells, but again, they'll be line item veto. I can keep the low magic without it being that low, and I can do it much more simply by not creating such a complicated way of accessing spellcasting classes.

As long as I keep characters capped at 6th level, and manually treat any higher level spells, if needed, as Incantations or Rituals, I think it's low enough. Again, with some judicious line item vetos on specific spells. 

It hadn't really occurred to me; I was going to not migrate magic to PFRPG vs D&D 3.5, but if I'm going Pathfinder classes, then I probably need to have Pathfinder spells, since they will coincide with each other much better without causing mismatches that I'd have to paper over. This is particularly true if I'm using an unusual Pathfinder class, like any of the psychic magic classes, for instance.

Thursday, October 08, 2026

A gaming Chat part II

OK, two requests. First one; I absolutely HATE the stylistic affectation of short sentences and sentence fragments as paragraphs. I know that you think that it's dramatic, but I hate it. Stop doing that. Don't do any more of those. Secondly, I want a group for a Mummy's Mask adventure path. I want to maintain the lower fantasy take, leaning into Lovecraftian horror and maybe a kind of pulp exotic exploration kind of vibe as well, and I want different class and archetype combinations than I have seen for any of the previous groups that you've generated, so I can have more variety.

Absolutely. And I’ll stop doing that. I understand the distinction you are making: you do not want prose broken into artificial one-sentence or fragmentary paragraphs for “dramatic effect.” I’ll use normal paragraphs with complete sentences, while still using lists when a list is actually useful.

For Mummy’s Mask, I’d take the opportunity to move the party in a noticeably different mechanical direction from the groups we have already built. The official Player’s Guide itself emphasizes tomb exploration, traps, desert survival, and forgotten Osirian sites, and specifically calls out options such as Crypt Breaker Alchemist, Archaeologist Bard, Serpent Shaman Druid, and Terra-Cotta Monk as particularly appropriate. That gives us a nice excuse to make this group feel like a pulp archaeological expedition rather than another party of investigators, slayers, and occult detectives.

The Four Winds Expedition

The overall tone I would aim for is 1930s archaeological adventure filtered through Lovecraft and Robert E. Howard. The characters are competent explorers rather than superheroes, and most of what they encounter initially has a mundane explanation: tomb robbers, poisonous creatures, ancient traps, disease, rival expeditions, and fanatical cultists. Gradually, however, they discover that some of the things buried beneath Osirion were buried for very good reasons.

Mechanically, I would also keep the magic restrained. There is magic in the party, but nobody should feel like a walking magical artillery piece. The characters should rely heavily on expertise, equipment, physical ability, cunning, and specialized knowledge.

1. Rashid ibn Khalil

Human Alchemist — Crypt Breaker

Male

Rashid is an Osiriani antiquarian and professional tomb explorer who has spent years recovering artifacts from minor ruins for wealthy collectors. He is not particularly interested in the romantic notion of archaeology. To him, ancient tombs are extremely dangerous structures containing valuable objects, and surviving them requires preparation, good equipment, and an intimate understanding of poisons and traps.

The Crypt Breaker is almost tailor-made for the campaign. It is one of the archetypes Paizo specifically recommends for Mummy’s Mask, and it gives us a character who can approach tombs almost like a nineteenth-century scientific explorer rather than a conventional fantasy wizard.

His alchemy would be presented in a very low-fantasy way. His bombs are chemical mixtures, incendiary compounds, corrosives, and strange powders rather than glowing magical missiles. His extracts are experimental drugs, stimulants, antitoxins, and inhaled preparations. Even his more obviously supernatural abilities can initially look like bizarre products of his knowledge.

His horror connection is particularly good because Rashid understands physical causes. He knows what a poison does to the body. He knows what a venom does. He knows how long a corpse should take to decompose in the desert. Then they find a corpse that has been dead for three thousand years but still has warm blood. That is the sort of thing that begins to undermine his entire worldview.

Party role: trap expert, alchemical support, identification, anti-poison specialist, and general problem solver.

2. Cassian Vale

Human Bard — Archaeologist

Male

Cassian is the group's classic pulp adventurer, but I would make him considerably less heroic and polished than the usual fantasy bard. He is a disgraced academic who was expelled from an Osiriani university after publishing a controversial theory that several supposedly unrelated ancient cults were actually descended from the same prehistoric religion. Unfortunately, he was right.

Cassian travels with notebooks, maps, charcoal rubbings, stolen translations, a battered rapier, and a whip that he insists is an essential archaeological tool. His bardic abilities represent education, rhetoric, historical knowledge, confidence, and the ability to inspire people under terrible circumstances rather than musical magic.

The Archaeologist archetype is particularly appropriate because it shifts the bard away from the traditional performer and toward the pulp-adventurer archetype. Paizo specifically recommends the Archaeologist for Mummy's Mask.

He also gives the group an important intellectual function. Rashid knows how to survive a tomb, but Cassian knows why the tomb was constructed. He can read inscriptions, recognize recurring symbols, identify ancient dynasties, and understand why a particular burial practice might indicate something far stranger than ordinary religion.

His greatest flaw is that he desperately wants his theories to be correct. The campaign can therefore gradually confront him with the horrifying possibility that the ancient civilization he has spent his life studying was not worshiping imaginary gods at all.

Party role: face, scholar, historian, skill monkey, and secondary combatant.

3. Meren-Ka

Human Monk — Terra-Cotta Monk

Male

Meren-Ka is the least obviously “adventurer” of the four. He was raised in a remote temple whose guardians have maintained an ancient funerary tradition for generations. His order's martial techniques were developed specifically to protect sacred tombs from grave robbers and desecrators.

He does not consider himself a martial artist in the modern sense. He is a tomb guardian, trained to fight without weapons because weapons can be taken away, break, or become contaminated by whatever lives beneath the earth.

The Terra-Cotta Monk is an especially fun choice here because it has a direct thematic connection to ancient Osirion and funerary imagery, while being completely different from the Brawler, Fighter, Slayer, Swashbuckler, and other martial characters we have already used. Paizo's Player's Guide specifically lists Terra-Cotta Monk among the options that fit Mummy's Mask.

I would make Meren-Ka somewhat unsettling without making him supernatural. He has an almost pathological respect for the dead. He refuses to step over corpses. He will not disturb a burial chamber unnecessarily. He knows hundreds of funerary taboos and becomes increasingly disturbed when he encounters ancient tombs whose occupants were deliberately denied proper burial rites.

Eventually, he realizes that some of those rituals were not intended to honor the dead.

They were intended to keep something from waking up.

Party role: front-line fighter, physical specialist, tomb guardian, and character who understands Osiriani funerary customs.

4. Samira al-Hadid

Human Druid — Serpent Shaman

Female

Samira is the group's wilderness specialist, although I would avoid making her a conventional “nature priestess.” She is a desert herbalist and wandering healer who has spent most of her life traveling along the edges of the great desert. Her spiritual traditions center on snakes, desert predators, and the harsh cycles of life and death.

She joins the expedition because she has discovered that something is disturbing the natural world around several ancient ruins. Animals are abandoning places where they have lived for generations, snakes are behaving strangely, and scavengers sometimes refuse to approach certain tombs.

The Serpent Shaman gives us another archetype that Paizo specifically identifies as appropriate for Mummy's Mask. It also gives us a very different kind of character from the occult casters we've used in previous groups.

Samira's connection to the supernatural should be ambiguous for a long time. Her serpent-related abilities can feel like an extension of her knowledge of the desert and its creatures. She knows which plants cure venom, which snakes inhabit which regions, and how to read subtle changes in animal behavior.

The horror begins when her animals start reacting to things that none of the humans can see.

She might stare into an apparently empty tomb and quietly tell the others that something inside is watching them. When they ask how she knows, she simply explains that every snake in the vicinity has stopped moving.

Party role: wilderness survival, healing, divine support, animal companion, and supernatural warning system.

—(  †  )—

This party gives the campaign a different dramatic texture. The Skull & Shackles group felt like pirates gradually discovering supernatural horror, while the Curse of the Crimson Throne group was essentially a group of urban investigators watching a city become increasingly horrific. This one starts as an archaeological expedition. The characters are looking for ruins, artifacts, historical knowledge, and treasure, and the horror gradually emerges from the realization that the civilization they are excavating understood things about death and the cosmos that modern people have forgotten.

That fits the actual premise of Mummy's Mask very well. Paizo describes the campaign as modern Osirion opening ancient vaults and tombs to exploration, with the discovery of Hakotep I's stolen funerary relics eventually leading to a cult seeking to restore the ancient pharaoh.

The Lovecraftian angle

I would make the horror less about “there are lots of mummies” and more about “the ancient world knew something about the universe that modern civilization has deliberately forgotten.”

The first few tombs can contain perfectly recognizable supernatural threats: undead guardians, curses, traps, ancient cults, and strange creatures. As the expedition progresses, however, the characters begin finding evidence that some ancient Osiriani religions were not simply primitive sun worship or funerary superstition. Their priests recorded astronomical phenomena that should not have been visible from Golarion, carved representations of creatures that do not resemble any known species, and constructed underground chambers whose geometry seems completely unrelated to ordinary architecture.

Cassian initially interprets these things as obscure religious symbolism. Rashid searches for chemical or biological explanations. Meren-Ka assumes they represent forbidden funerary practices. Samira listens to the animals.

Eventually, all four interpretations begin pointing toward the same conclusion.

Something existed in the darkness before the oldest Osiriani dynasties, and some ancient priests knew how to communicate with it.

That lets you have the Howard/Smith/Lovecraft pulp atmosphere you seem to enjoy without turning the campaign into a parade of high-level spellcasters and cosmic entities from the beginning. The characters remain relatively grounded adventurers who happen to be digging in exactly the wrong places.

I actually don't mind the same classes, but you're re-using the same archetypes too often for my taste. I would want more variety from campaign to campaign. I prefer brawler to monk, for instance, and don't really like bards very much. I also quite like the Occult Adventures classes, and would like to see at least one class OR archetype from that product in most groups.

That makes sense, and I think it actually improves the way we should build these groups. I was treating “different class combinations” as the main source of variety, when what you really want is variety in the mechanical expression of the characters, while still being free to reuse classes that fit the campaign. So I’ll stop treating an archetype as something that should recur just because the class recurs.

I also agree that Brawler is a better fit than Monk for your tastes, particularly for the pulp-adventure groups, and I’ll leave Bard out unless there is a very compelling reason to use one. I’ve also noted your preference for having an Occult Adventures class or archetype in most groups. In particular, the Occultist is unusually well suited to Mummy’s Mask because its entire mechanical concept revolves around historically significant objects and implements, and the class is explicitly described as fitting naturally with explorers and archaeologists.

With those preferences in mind, I would actually replace my previous Mummy’s Mask party rather than merely tweak it.

The Expedition of the Black Scarab

The group is a band of relatively grounded treasure hunters, antiquarians, desert travelers, and tomb robbers who become increasingly aware that the ancient world of Osirion was hiding things that modern scholars were never supposed to rediscover. The pulp influence should feel more like Howard, Lovecraft, Clark Ashton Smith, and old archaeological adventure serials than conventional high fantasy.

I would also make the characters somewhat morally ambiguous. They are not necessarily noble archaeologists preserving cultural heritage. Some want knowledge, some want money, some want revenge, and one of them simply wants to find out what happened to a vanished expedition.

1. Harun al-Rashid

Human Brawler — Shield Champion

Male

Harun is the group's expedition fighter and former caravan guard. He spent years escorting merchants across the desert and eventually discovered that his particular talents were more valuable to wealthy tomb hunters than to ordinary merchants.

He fights with a heavy wooden shield and improvised weapons, giving him a very practical, brutal fighting style. He is not a knight or trained soldier; he is the sort of man who has learned to survive tavern brawls, caravan raids, narrow alleys, and ambushes in tomb corridors.

The Shield Champion gives us a Brawler without repeating the Snakebite Striker we used for Strange Aeons, while also giving the character a distinctive pulp-adventure fighting style. He can fight effectively in cramped tombs without requiring the character to become a magical martial artist.

Harun is also the group's skeptic. He believes every supposedly supernatural phenomenon has an explanation involving criminals, poison, disease, or someone trying to frighten them away from something valuable.

That conviction becomes increasingly difficult to maintain.

Role: front-line combatant, bodyguard, expedition muscle, and improvised-weapons specialist.

2. Elias Venn

Human Occultist — Necroccultist

Male

This is the character I would use to bring Occult Adventures directly into the heart of the campaign.

Elias is a European (????)-born antiquarian who came to Osirion specifically because he became obsessed with a collection of funerary artifacts that appeared in the black market several years earlier. He discovered that the objects were not simply ancient religious artifacts: they seemed to retain impressions of the people who had owned them. He has therefore developed a strange occult practice based around handling ancient objects and communicating with the psychic residue attached to them.

The Necroccultist is particularly appropriate because it focuses the Occultist's fascination with the past toward death and the undead. Its mechanics explicitly center on necromantic implements and learning from the dead. his also lets us do something I think would work exceptionally well for your Lovecraftian angle: Elias isn't a necromancer in the conventional fantasy sense. He does not raise armies of skeletons. He studies the psychological and supernatural traces left behind by dead people.

When he picks up an ancient dagger, he might briefly experience the final moments of its previous owner. When he handles a funerary mask, he might hear someone whispering in a language he doesn't know. When he touches something that should have been destroyed thousands of years ago, he might suddenly realize that the person whose memories he is experiencing is still alive.

His implements can therefore be physical artifacts from the expedition, making the Occultist's core mechanics unusually visible in the story. The class specifically treats implements as objects with historical or personal significance, which is almost tailor-made for an archaeological horror campaign.

Role: occult scholar, magical utility, artifact expert, supernatural investigator, and the character most directly connected to the campaign's cosmic horror.

3. Darius Voss

Human Rogue — Knife Master

Male

Darius is a professional tomb robber rather than an archaeologist. He grew up around smugglers and black-market antiquities dealers and knows that the difference between an archaeologist and a thief is often simply who gets to the tomb first.

He specializes in knives, traps, stealth, and getting through places that were specifically designed to keep people out.

The Knife Master gives us a Rogue that feels substantially different from the Pirate Rogue we used for Skull & Shackles. He is not a swashbuckling thief or urban burglar; he is an extremely dangerous close-range killer who has learned to operate in the cramped spaces of tombs and ruins.

I would make Darius the group's most morally questionable member. He is willing to rob graves, sell artifacts, lie to his companions, and abandon a stranger if the situation becomes dangerous. But he has one absolute rule: never open a sealed chamber that has warnings written on the outside. He has already made that mistake once. He refuses to explain what happened.

Role: trapfinder, scout, stealth specialist, precision damage, and professional tomb robber.

4. Nadira bint Safiya

Human Ranger — Beastmaster

Female

Nadira is the expedition's desert guide. She has spent her entire life traveling between isolated settlements and knows the desert in a way that the others never will. She is not a noble wilderness guardian or mystical nature priestess; she is essentially an Osiriani frontier scout and caravan guide.

Her animal companion would be a hyena, which I think is much more interesting for this campaign than the usual wolf or big cat. The hyena is a practical desert scavenger, but it also reinforces the increasingly unpleasant relationship between the expedition and death.

Nadira understands that the desert is dangerous because it kills people. She is much less comfortable with the possibility that some things in the desert are dangerous because they want people dead. Her favored enemies could emphasize humanoids and undead as the campaign develops, allowing her to start as a mundane desert tracker and gradually become an experienced hunter of supernatural threats. She is also the character who knows when the group should leave. Unfortunately, the others don't always listen.

Role: tracker, archer, wilderness survival, animal companion, and desert specialist.

—(  †  )—

This feels substantially more like the Mummy's Mask version of the overall campaign aesthetic I think you're after. It also gives us four very different mechanical identities. Harun is a straightforward physical combatant, Darius is a specialized rogue, Nadira is a wilderness-oriented martial character, and Elias is the one genuinely strange occult character. There is no bard, no monk, no investigator, no slayer, and no reuse of the Brawler archetype from Strange Aeons. 

And I particularly like the Occultist here. I think Occultist is a better Mummy's Mask choice for you than simply putting a generic occult caster into the party. The class's relationship with significant objects means the campaign's artifacts can become mechanically important to a character rather than simply being treasure the GM hands out. An ancient crown, funerary mask, ceremonial dagger, broken statue, or piece of a sarcophagus can all become things Elias has a personal and mechanical relationship with. It also gives us a very nice progression for the horror.

At first, Elias thinks the objects contain psychic impressions left by the dead. Then he discovers that some of those impressions are not memories. They are warnings. And eventually he realizes that some of the things whispering through the artifacts aren't dead at all. That is much closer to the Lovecraftian archaeological horror I think you're looking for than simply filling the party with traditional undead hunters.

Yes, that is the right approach. I will point out that as I do more of these, it's not necessary to add an archetype to every character. The base classes unmodified by an archetype are also fine if it fits the concept.

Yes, that's a useful distinction. I was overcorrecting toward archetype variety, when the real goal is character and mechanical variety across the groups, not “every character must have an archetype.”

Going forward, I’ll treat archetypes as tools rather than requirements. A party might have: one character using an unusual archetype because it perfectly captures the concept, one using a familiar archetype that suits the campaign, one using a completely unmodified base class, and one using an Occult Adventures class or archetype because it adds something distinctive. That also gives us considerably more freedom to make the class itself do the thematic work. A straight Brawler can be exactly what a pulp expedition needs without having to bolt an archetype onto him, for example. I’ll also keep the broader pattern you've established in mind: different archetypes from campaign to campaign, Brawler preferred over Monk when both fit, Bard generally avoided, and an Occult Adventures element in most groups when it makes thematic sense.

I would like to add an "anti-PC" party of outright villains that could be used as rivals. I want them to be genuinely bad guys; cultists, murderers, necromancers, cannibals, or anything terrible. I don't want them to be particularly monstrous in terms of race, i.e., they can be literally made up of PC races and classes, but they are definitely monstrous in terms of personality. I also want to use the same restrictions and constraints on party composition as for the regular PCs.

Yes. I think an anti-PC party is particularly effective for Mummy’s Mask because the heroes can encounter another expedition that is pursuing the same ruins, relics, and secrets but has none of the moral boundaries that constrain the PCs. They should look, at first glance, like entirely plausible adventurers: mostly human, professionally competent, and capable of cooperating with civilized society. The horror comes from what they actually do.

I would make them genuinely evil rather than “morally gray rivals.” They murder witnesses, desecrate graves, sacrifice people, exploit the poor, and betray one another when it is advantageous. They should also be dangerous enough that the PCs cannot simply dismiss them as cartoon villains.

The Black Scarab Company

This is a rival expedition that has been operating in Osirion for several years. They began as ordinary tomb robbers, but their leader gradually became convinced that the ancient burial cults possessed knowledge of a power that could transcend death. The group now works for several occult patrons while pursuing its own increasingly deranged agenda.

Unlike the PCs, they aren't interested in preserving artifacts, understanding history, or respecting the dead. They want to know what the dead can still do for them. I would keep them entirely within normal PC races and classes.

1. Khafra Venn

Human Brawler — Unarmed Fighter

Male

Khafra is the group's enforcer and probably the most immediately frightening member because there is very little theatricality to him. He is a large, powerful man who has spent years working as a caravan guard, pit fighter, and hired killer. He has no interest in occult philosophy. He simply enjoys hurting people.

Khafra has developed a particular fascination with killing people with his bare hands, partly because he considers weapons impersonal and partly because he enjoys watching his victims realize that they cannot escape him. He has broken fingers, jaws, and ribs for trivial reasons, and he has murdered people simply because he disliked their voices.

I would actually leave him as a straight Brawler with no archetype. This gives us a useful contrast with Harun from the heroic Mummy's Mask group: both are Brawlers, but their personalities and fighting styles are completely different. Harun is the practical protector; Khafra is a sadistic murderer. Khafra is also the person the other villains send ahead when they need somebody intimidated, beaten, or killed.

Role: melee bruiser, intimidation, enforcer.

2. Menes Qar

Human Cleric — no archetype

Male

Menes is the group's religious authority, although calling him a priest would give the wrong impression. He is a necromantic cultist who has become convinced that the distinction between life and death is an artificial limitation imposed upon humanity. His particular obsession is with discovering whether consciousness can survive the destruction of the body. Menes therefore conducts experiments. He purchases slaves and prisoners, kills them, interrogates their corpses, and records the results. He has developed increasingly elaborate methods for determining whether a person's memories survive death, including deliberately creating undead from people he knew while they were alive. The most disturbing thing about him is that he is polite.

Menes speaks gently, treats everyone with apparent courtesy, and regards his atrocities as legitimate scientific and religious inquiry. He doesn't hate his victims. He simply doesn't believe their suffering matters. His clerical magic should consequently be presented as austere and funerary rather than spectacular. He is a man who has turned religious devotion into an excuse for vivisection.

Role: divine caster, necromancer, healer of the villains, and ideological leader.

3. Silas Crow

Human Rogue — Scout

Male

Silas is the group's infiltrator, thief, assassin, and professional liar. He is also probably the person the PCs are most likely to mistake for an ordinary adventurer. He dresses well, speaks intelligently, knows ancient history reasonably well, and can behave impeccably in polite society. He has cultivated relationships with merchants, antiquarians, government officials, and members of the nobility. His specialty is making people disappear without anyone realizing they have been murdered.

Silas doesn't kill primarily for pleasure. He kills because it is useful, and because he has gradually lost any ability to regard other people as real human beings. A guide who knows too much becomes a liability. A rival scholar becomes an obstacle. A servant who overheard a conversation becomes a loose end. He is also the group's principal tomb robber. He is exceptionally good at bypassing traps and stealing artifacts without damaging them, which makes him the perfect counterpart to Darius Voss from the heroic group. The difference is that Darius is a thief who occasionally does terrible things because he is a criminal. Silas is a murderer who occasionally commits theft because it is convenient.

Role: scout, trap specialist, infiltrator, assassin, and social infiltrator.

4. Nefertari Sutekh

Human Witch — Gravewalker

Female

Nefertari is the most overtly supernatural member of the group and the one who gives them their strongest Lovecraftian component.

She was once a respected healer who became fascinated with the boundary between life and death after watching a family member die. Her experiments began with legitimate medicine, then progressed to forbidden funerary magic, and eventually to deliberate communion with the dead. She now considers corpses to be resources. Nefertari steals teeth, fingers, hair, bones, and organs from graves and keeps them catalogued in small labeled containers. She has no sentimental attachment to the dead and considers the idea of respecting a corpse to be a primitive superstition.

Her cannibalism is part of the same philosophy. She believes that consuming a part of another person allows one to acquire something of that person's essence. She has therefore eaten portions of corpses belonging to people whose memories or abilities she particularly desired. Unlike Menes, who approaches death intellectually, Nefertari enjoys it. She is fascinated by the moment when somebody realizes that they are going to die. She deliberately prolongs that moment whenever possible because she believes fear produces a stronger psychic residue. Her greatest secret is that she has begun receiving dreams from something beneath the desert. She believes it is teaching her. The PCs eventually discover that it has never actually promised to help her.

Role: witch, occultist, debuffer, divination, curses, and primary supernatural threat.

—(  †  )—

This deliberately follows the same composition principles as the heroic group: one woman and three men, predominantly mundane PC races, low-to-moderate magic, and classes that feel appropriate to the campaign rather than a collection of mechanically optimized specialists. It also gives us some archetype restraint. Only Silas needs one; the Brawler and Cleric work better as straight classes, while Nefertari's class/archetype combination gives the group its supernatural identity.

I would make the Black Scarab Company a mirror image of the heroic expedition, rather than simply another unrelated adventuring party. That creates some particularly nice recurring rivalries.

Harun vs. Khafra is a physical confrontation between two Brawlers who have taken radically different paths. Khafra might genuinely respect Harun because he recognizes another man who knows how to fight, while Harun finds him absolutely repulsive. Elias vs. Nefertari should be the intellectual and occult rivalry. Elias wants to understand the memories contained in ancient objects. Nefertari wants to consume and exploit the remnants of the dead. They could even possess competing theories about the same supernatural phenomenon. Darius vs. Silas is the most personal. Both are thieves who understand tombs and traps, but Darius still has some concept of loyalty and self-preservation. Silas regards loyalty as an amusing weakness. Nadira vs. Menes is perhaps the most philosophical. Nadira sees death as part of the natural order and believes the dead deserve peace. Menes believes death is merely an obstacle to be overcome.

And because the Black Scarab Company is genuinely evil, I wouldn't make them secretly noble or redeemable. They can have understandable motivations, personal histories, or even moments of genuine affection for one another without softening what they do. They are the people who made the choices the PCs refused to make.

The most interesting possibility, in fact, is that they sometimes have better information than the PCs. They may correctly identify a supernatural threat, understand part of an ancient inscription, or realize that a particular tomb should not be opened. The difference is that when they discover something terrible, their first question is not “How do we stop this?” but “How can we use it?”

Sorry; I didn't mean specifically for Mummy's Mask, or specifically for an Osirion theme. I would actually like a more northern party that would be at home in Varisia, Ustalav, Cheliax, Andoran, Taldor, etc.

Ah, yes. I misunderstood the scope. You want a reusable evil rival party that could plausibly turn up across the more northern/central parts of the Inner Sea—Varisia, Ustalav, Cheliax, Andoran, Taldor, and similar regions—rather than an evil mirror of the Mummy's Mask party.

I would also make them feel like a real adventuring party with a shared history, rather than four interchangeable villains. They should be the sort of group the PCs might encounter in several different campaigns, with the GM able to transplant them almost wholesale.

The Black Company

They call themselves the Black Company, although they have no formal connection to any mercenary organization bearing that name. The title originally referred to the black iron tokens they use to identify members and associates. They have worked as mercenaries, grave robbers, bounty hunters, cult agents, smugglers, and hired killers throughout Avistan. Their reputation varies considerably depending on where they are encountered. In some places they are wanted criminals; in others, they are respected mercenaries who happen to accept unusually unpleasant contracts. They are not monsters in appearance. All four are entirely plausible humans or other common PC races, and they can walk into a respectable inn without attracting attention.

Their evil is entirely a matter of what they choose to do.

1. Garrick Voss

Human Brawler — no archetype

Male

Garrick is the leader and the group's principal killer. He is a former soldier who discovered that he enjoyed violence considerably more when nobody was giving him orders.

He is a big, physically intimidating man who favors heavy clothing, a military-style coat, and battered gauntlets. He rarely carries an obvious weapon because he prefers to fight with his hands. He has killed enough people that he has developed an almost professional understanding of exactly how much violence is necessary to accomplish a particular objective. Garrick is not insane. That is important.

He is perfectly capable of kindness, courtesy, humor, and friendship. He genuinely cares about the other members of the Black Company. He simply has no moral objection to murder. If someone needs to die, Garrick considers the question to be whether killing them is useful, not whether it is right. He is the sort of villain who might buy a drink for a frightened stable boy immediately after murdering the boy's employer.

Role: leader, melee combatant, intimidation, and the group's practical problem solver.

2. Father Severin Vale

Human Cleric — no archetype

Male

Severin is a former priest whose faith curdled into nihilism. I would leave him as a straight Cleric, because his evil is more interesting if he isn't mechanically defined as an exotic necromancer or cult archetype. His particular religious affiliation can change depending on the campaign. In a Varisian or Ustalavic game, he might serve an obscure death cult; in Cheliax, he could be a disgraced Asmodean; in Taldor, he could be a heretical priest who has convinced himself that morality is merely a tool used by the powerful. Severin believes that human beings are fundamentally selfish and that civilization is simply a thin layer of hypocrisy covering that truth. His response is not to become chaotic. Instead, he deliberately cultivates hypocrisy.

He presents himself as a respectable priest, offers charity to the poor, performs funerals, tends the sick, and gives excellent spiritual advice. Meanwhile, he secretly arranges murders, blackmails people, engineers religious conflicts, and sells information to anyone willing to pay. His favorite method of killing people is to convince somebody else to do it. He is also the group's intellectual center. He can discuss theology, ethics, history, and philosophy with genuine sophistication, which makes his conclusions all the more disturbing.

Role: divine caster, negotiator, healer, strategist, and ideological manipulator.

3. Lucien Mordane

Human Rogue — no archetype

Male

Lucien is a professional assassin who specializes in people rather than monsters. He is elegant, soft-spoken, and impeccably dressed. He carries a rapier and several concealed knives, but his greatest weapons are patience and information. Lucien's philosophy is that murder should never look like murder. He prefers poison, staged accidents, manipulated rivalries, and carefully constructed alibis. If he has to kill someone personally, he considers it a failure of preparation. Unlike Silas from the Mummy's Mask group, I would leave Lucien as a straight Rogue. He doesn't need a specialized archetype because his distinction comes from how the character is played.

He keeps dossiers on everyone he meets. Not just enemies. Everyone. He knows which party member is secretly in debt, which noble has a bastard child, which priest has doubts about his faith, and which adventurer is terrified of undead. He doesn't necessarily intend to use the information immediately. He simply believes that everyone should have something that can be held against them.

Role: scout, trap specialist, assassin, infiltrator, and social intelligence.

4. Ilse Vey

Human Witch — Gravewalker

Female

Ilse is the member who makes the Black Company genuinely frightening. She grew up in Ustalav and learned hedge magic from an old woman who lived alone in the woods. She became fascinated with death at a very young age and eventually progressed from communicating with the dead to using them. Ilse is a cannibal, but I would make this more than simple shock value. She believes that consuming a piece of a dead person allows her to retain something of their personality, memory, or power. She therefore eats the dead for very specific reasons. If she kills an enemy she considers particularly interesting, she may preserve part of the corpse until she has decided what she wants from it. She keeps little notebooks describing the people she has consumed.

She is not openly sadistic like Garrick. In fact, she can be remarkably gentle. She talks to corpses in a soothing voice, tends her garden, makes excellent tea, and becomes genuinely affectionate toward people she considers friends. Her morality is simply completely alien. She sees the human body as raw material. Her relationship with Severin is particularly interesting. He regards death as evidence of the meaninglessness of morality; Ilse regards death as a source of knowledge.

Role: witch, curses, occult knowledge, supernatural utility, and the party's most disturbing character.

—(  †  )—

I actually prefer this composition for your purposes because it demonstrates the principle you just clarified: there is absolutely no reason to force an archetype onto every character. Three of these four are deliberately ordinary base classes. It also gives you a useful recurring villain structure. They are not a party where everyone is an occult specialist, everyone is a pirate, or everyone is some variation of a monster hunter. They are recognizable adventurers whose choices make them horrifying.

What makes them particularly unpleasant is that their evil doesn't depend upon an elaborate ideology. Garrick kills because he likes violence and because violence solves problems. Severin corrupts people because he enjoys demonstrating that their principles are weaker than they believe. Lucien murders people because he regards human beings as pieces on a board. Ilse violates the dead because she genuinely believes corpses are useful things. And they actually like one another.

That's important. They aren't four psychopaths who would inevitably betray each other. They have been together for years, and their loyalty to each other is probably the one genuinely admirable thing about them. If Garrick is arrested, the others will attempt to rescue him. If Ilse is threatened, Lucien will kill whoever threatened her. If Severin is wounded, Garrick will carry him out. That makes them considerably more dangerous as recurring rivals.

They can also change their presentation depending on the campaign. In Ustalav they might be occult mercenaries and grave robbers. In Cheliax they could operate as assassins and blackmailers. In Andoran they might be smugglers and political terrorists. In Taldor they could be mercenaries working for corrupt nobles. In Varisia they could be treasure hunters who have become involved with an unpleasant local cult. The underlying characters remain the same, while their current employer and specific villainous scheme change.

And because they're all ordinary PC races, there is nothing inherently supernatural about their appearance. The PCs have to discover what these people are by watching what they do. That makes them much more suitable as recurring “anti-PCs” than four obviously evil-looking monsters.

—(  †  )—

Here's the original Carrion Crown ChatGPT generated characters, except image generated by Grok because I was out of ChatGPT images. Left to right:

  • Sir Aldric Vey: Handsome young human nobleman with sharp aristocratic features, short neatly combed dark hair, reserved intense expression. Wearing blackened plate armor under a dark traveling cloak, longsword resting against his chair, heavy wooden shield nearby. Impeccably mannered posture.
  • Dr. Elias Blackwood: Intelligent middle-aged human man with thoughtful, sharp eyes and a slightly obsessive scholarly look. Short brown hair with a touch of gray, wearing a dark waistcoat, white shirt with rolled sleeves, and a long coat. A rapier at his side, dagger on belt, leather notebooks and alchemical vials on the table in front of him. Van Helsing / Sherlock Holmes vibe.
  • Viktor Dragović: Huge, muscular half-orc man, tall and intimidating, dark hair, prominent facial scars, greenish-gray skin, tusks slightly visible. Soft-spoken but imposing presence. Wearing practical leather and cloth monster-hunter gear suited for urban work, longbow leaning nearby, handaxe at his belt. Dry, quiet intensity in his eyes.
  • Helena Morcant: Quiet young human woman with pale complexion, intelligent practical expression (not stereotypically spooky), dark hair pulled back simply. Wearing modest but respectable dark dress or traveling clothes of an impoverished Ustalavic family. Subtle ethereal presence; a faint, translucent older gentleman in a black coat (her phantom) standing or hovering slightly behind her chair, partially visible in the shadows.

  • And the second Carrion Crown group: