Its been a while since I have talked about anything but Traveller. So lets talk Pathfinder. I have mentioned elsewhere that I am slated to run the published adventure path in the river nations. Since the moment I first heard about this adventure path, I have been extremely excited about this. I couldn’t help but make my first book of monsters to help with this adventure path.
Monsters of the River Nations is currently slated to have twenty-five new monsters either native to this stretch of land or not uncommon for the denizens here to associate with. At low levels the book focuses on semi-aquatic animals and plants like the hydrus that enters its victims through their mouth and makes its own exit out and the grappling vine that grabs pulls anything that moves towards its thorny mouth. Around the mid-levels, the book focuses more on playful fey like the half-halfling and half rabbit leshy or tormented undead like the autumn death.
Because the river nations adventure path focuses mostly on plains, forests, fresh-water aquatic, and a little on mountains, the book focuses on monsters native to these environments. There are a few extraplanars present but these types remain few and far inbetween. For players, Monsters of the River Nations holds a new playable race. The armouchi are a race of primatives, but that does not mean they cannot find a home among the civilized folk. Their origin is not entirely known. Some say they are the result of all the humanoid and monstrous humanoid races interbreeding. Others say the gods made them from whatever was left over after making all the “better” races. Human, elf, hobgoblin, and orc look down on this race equally. When they hit, however, you know it. But when you have a +4 Str, you don’t really care much about what the other races say.
The mass combat can put a group optimized for combat at the forefront of any major operation. Whether it is two armies colliding, tank on tank battles, street gangs vs riot police, or orbital battle station vs a small band of snub fighters, mass combats can make your combat-focused group feel alive and excited. The downside is that if your group is more well rounded, some players will be ready for some action while other players will feel left out. If your game revolves around a combination of sneaking around, gathering information, pulling heists, fighting when you have to and running all the other times, than mass combat might not be in your group’s main interests, but that does not mean you have to ignore those rules.