The
publication of Ultimate Campaign
in May opened up a wide variety of new options for gaming, from
tables to help players detail their characters’ backgrounds to a
complete downtime system for determining what characters do when
they’re not adventuring, not to mention the kingdom building and
mass combat rules. All of these are things that have only had the
barest of attention (if any) paid to them in the past. But Ultimate
Campaign is a generic
supplement, meant to be usable with any campaign world, whether
published or homebrew. As such, it is easily usable as-is with the
world of Golarion. However, some people may be looking for a
Golarion-specific spin to the rules and options in Ultimate
Campaign and that’s where
Quests & Campaigns
comes in.
Quests
& Campaigns is a very handy
companion book to Ultimate Campaign.
However, I should note that it will be of minimal use to people who
don’t own or use Ultimate Campaign.
While there is some material that doesn’t rely on the systems in
Ultimate Campaign,
many of the new feats, spells, and magic items in the book
specifically affect things from the downtime, kingdom building, or
mass combat rules. Those who use Ultimate Campaign,
though, will find Quests & Campaigns an
excellent companion.
The
front and back inside covers of the book contain additional
Inner-Sea-specific background tables, including tables for
nationality, ethnicity, religion, and faction. Like in Ultimate
Campaign, it is possible to roll
randomly on these tables to determine your character’s background,
but it’s not necessary to do so. It’s perfectly acceptable to
select options from the tables. Every option also includes a book and
page reference (usually the Inner Sea World Guide) for further
information.
The
book opens with a look at the definitions of the words quest
and campaign as they
are used in the context of a Pathfinder game. Essentially, it boils
down to a quest being equivalent to an adventure and a campaign being
the entire game, including all the quests and everything that happens
between. This helps ensure that there’s no confusion when the words
get used frequently throughout the rest of the book. This opening
chapter also includes some suggestions on how players can more
effectively keep track of the details of the campaigns they are
playing in, from using address books to track the NPCs, to creating
family trees to keep track of their characters’ families and
backgrounds.
The
next section is one of the lengthiest chapters I’ve seen in any
Player Companion book,
running eight pages in total. These eight pages present eleven story
feats (not eight as the book itself mistakenly claims on page 6), but
these are more than just standard feat write-ups. Following each feat
is a table of possible quests relating to the feat that players can
select for their characters. Each quest is tied to specific aspect of
the campaign world (and includes an Inner Sea World Guide
page reference for further details). For example, the Dynasty Founder
feat on page 9 contains this possible quest: “You believe that the
Black Sovereign has ruled Numeria’s capital of Starfall for too
long (page 145).” Four of the feats in this section are reprinted
from Ultimate Compaign,
but the additional quest tables show how to take that book’s
generic feats and apply them directly to campaigns set in Golarion.
Following these story feats are two pages of “Other Inner Sea
Quests”. These quests are not tied to specific story feats, but
players can use them with other story feats from Ultimate
Campaign or simply as personal
quests for their characters.
The
centre two pages of the book contain an additional story feat, Object
of Legend. The goal of this feat is to obtain a specific legendary
item, such as sun orchid elixir.
Instead of including a table of possible quests like in the “Story
Feats” chapter, this feat includes six illustrated options for
quest items along with a separate completion benefit for each one. I
have to admit that several of the completion benefits for this feat
are underwhelming. For example, the completion benefit for sun
orchid elixir is a +2 bonus on
saves against Strength, Dexterity, and Constitution damage.
Unfortunately, there aren’t many situations where you actually get
a saving throw against ability damage (unless you count a save
against poison as a save against its damage, which does not seem to
be the intent here). Creatures that inflict ability damage inflict it
with just a hit. There are a few spells that the bonus could be
beneficial against, but overall, it feels a very minor reward for
such a major quest. Some of the other objects of legend, however
(such as a linnorm head or Red Mantis hit list), provide much better
benefits.
Following
this is a large selection of new traits (four pages total) and new
drawbacks (two pages). While traits have been in the game for some
time now, drawbacks are another new feature of Ultimate
Campaign. Drawbacks provide a
minor penalty in return for being able to take an extra trait. I
mentioned in my review of Ultimate Campaign
that I tend to be wary of drawback-style systems in games like
Pathfinder as they can encourage “min/maxing”. However, the
penalties and the associated benefits from the extra trait really are
quite minor, so there’s probably not much of a problem in this
case—just so long as gamemasters enforce a maximum of one drawback.
The drawbacks in Quests & Campaigns
include things like Nervous (which imposes a -2 penalty when taking
10) and Sleepy (which gives a -2 penalty against sleep effects).
Although
there’s a full spells chapter later in the book, one spell gets an
entire chapter to itself: Ceremony.
The concept of this spell is something I feel the game has really
needed: a spell that is intended for use during downtime and provides
a tangible, magical benefit for typical religious ceremonies like
weddings and funerals. Unfortunately, as much as the concept is a
needed one, I feel the execution of the spell is rather unsuccessful.
There are four base ceremonies that every cleric can perform when
casting this spell, plus every cleric gains an additional two
ceremonies based on that cleric’s chosen domains. Each type of
ceremony has its own specific benefits. However, most of these
benefits have little practical use following their respective
ceremonies. On top of this, the spell has an eight-hour casting time.
I presume that only the cleric has to be involved for the entire
eight hours; otherwise, it makes for some incredibly long weddings
and funerals!
For
example, in the base form of the spell, a marriage ceremony provides
the subject(s) with a +1 sacred bonus on saves against fear and
emotion effects for 1 hour per level. This bonus is really only
useful while adventuring, but considering the spell’s casting time,
it’s unlikely the marriage is happening while the characters are
adventuring. It’s presumably happening during downtime. It is
conceivable that the two characters getting married intend to head
straight out to spend their honeymoon fighting against evil, but the
duration means that, unless the ceremony
is cast right outside the doors of the dungeon, the happy couple
probably won’t get much use out of the bonus. When cast by a
higher-level cleric, the duration may become long enough for the
bonus to prove more useful, but by the time a cleric is higher level,
that cleric is capable of casting other spells (with shorter casting
times) that can deliver similar or even better bonuses.
The
augmented version of the spell requires that the cleric spend
resources (from the downtime system). Doing so changes the duration
to 1 day per level and provides a greater bonus. An augmented
marriage ceremony provides a +2 bonus to all saving throws. This is
certainly a more useful form of the spell, but still pretty much
limits the spell to adventurers intending to head out right after the
funeral and go fight stuff. The spell becomes quite pointless for
common people. Yes, the game is about adventurers, but the whole
point of the downtime system is to detail non-adventuring activities,
things that commoners can get involved in too. Rather than a spell
where you spend downtime resources, I would have much preferred a
spell that gives bonuses to downtime activities. Thankfully, there
are spells like this later in the actual spells chapter, but ceremony
just doesn’t seem to fit its intentions. After all, the spell’s
chapter opens with the sentence, “The powerful forces that grant
clerics their spells do not limit their aid to merely battle and
exploration.” That said, to make the spell more useful as it is,
I’d suggest significantly reducing the casting time down to an hour
at most, possibly even ten minutes. It still means newly married
couples will have to scurry as fast as they can to the dungeon, but
at least they won’t waste nearly a whole day just to gain their
little bonus. Nonetheless, I still can’t imagine anyone in my games
using this spell much, if at all.
The
actual spells chapter does include spells that affect downtime—four
of them in total. There are also three spells that affect mass
combat. Similarly, I was very happy to see feats that affect the
systems from Ultimate Campaign.
Focused Worker increases the amount of one specific capital you can
gain, while Natural Ruler makes your modifier for one ability score
count as +2 higher for effects that have to do with your kingdom’s
attributes. While Ultimate Campaign
gave the base systems, it’s nice to see options that affect or
modify these systems.
Overall,
Quests & Campaigns
is a very useful book. My criticisms of the ceremony
spell aside, the book makes an excellent companion to Ultimate
Campaign, taking the new options
and systems from that book and applying them specifically to the
Golarion campaign world. It will help Golarion PCs gain the most out
of Ultimate Campaign.
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