ENnies 2019: Voting now open!

Voting for 2019 ENnies is underway!

For those of you who don’t know, the Gen Con RPG Awards (better known as the ENnies) is an annual award ceremony that recognizes excellence in tabletop roleplaying games. Publishers of all kinds can submit a product for consideration, the judges evaluate the products, then put together a list of nominations for a wide array of categories. Then fans  head online and vote for their favourites. Determining the winners is up to all of us.

To view the full list of nominees click here. To cast your vote click here.

The winners will be announced at Gen Con on August 2nd at the ENnies 2019 Ceremony at the Union Station, Indianapolis, Indiana. The event will also be live streamed on the ENnies Youtube Channel.

Want to have your say? Get voting!

Jessica

Review: Monsters & Creatures and Warriors & Weapons!

Hello, and welcome to d20diaries!

A new series of Dungeons & Dragons books aimed at children is scheduled to launch next week and we are absolutely thrilled to be in possession of advance copies of these delightful new books, which we’re going to share with you today!

The Dungeons & Dragons Young Adventurer’s Guide series is written by Jim Zub, Stacy King, and Andrew Wheeler. The series begins with two simultaneous releases on July 16th, 2019: ‘Monsters and Creatures’ and ‘Warriors and Weapons.’ There are two more books in development that are scheduled to be released in Fall 2019 (Dungeons & Tombs: A Young Adventurer’s Guide) and Spring 2020 (Wizards & Spells: A Young Adventurer’s Guide) and, if they’re popular enough, there may be more beyond that in the future. The D&D Young Adventurer’s Guide series is intended for middle-grade readers (ages 8-12) and meant to inspire these young readers to read, write, create, imagine, and of course, play D&D. The American cover price for each of the books is $12.99, with the Canadian cover price $17.50. Each book is 105 pages long.

Young Advendturer's Guide

Before we take an in depth look at each of the books individually, let’s talk first impressions…

These books look and feel great! They have high quality hard covers, sturdy glossy pages, tons of unique full colour art, and a design aesthetic that’s in line with the adult D&D releases. These books feel like they’re a part of the Dungeons & Dragons line — which is absolutely awesome! It makes my kids feel like these books are just as important as the rest of our D&D books, which in turn makes them feel included and a part of the hobby.

Taken on their own, the Young Adventurer’s Guides have a nice layout, easy to read text, beautiful art, and are well organized. They’re approachable, interesting, engaging, and clearly written for kids, but, at the same time, the books don’t talk down to the reader. These books are written with care, and meant to provide younger audiences an easy to understand introduction to the world of roleplaying games and storytelling, as well as inspire them to make the world and stories their own.

Young Adventurers Guides

I have two children, a seven year old girl and an eight year old boy, making them on the young end of the intended audience for these books. Both of my kids have very good reading comprehension for their age. That said, both of my kids thoroughly enjoyed these books. My son had no problem reading the books and seemed to understand everything he read. My daughter, understandably, had more trouble, having to sound out a tricky word or two with each flip of the page, and often asking for definitions of words. Despite this, she was fully engaged with reading the books, and never got frustrated. As is typical with many fantasy books, the trickiest words are fictional names of characters and places. While many kids will stumble over these words once or twice before internalizing them, just as many will skip over them and move on. My son didn’t come across any content that he found inappropriate or too mature for him, while my daughter came across a few creatures she decided were a little ‘too spooky’ for her right now, so she skipped those pages and continued on enjoying the rest of the book. Considering the age and reading abilities of my kids, I think these books are well suited to the middle-grade reader level they’re advertised as. My kids loved them, and they definitely have room to grow with the books. We haven’t had them long and already my kids have read and re-read them more than a few times. They’ve already started utilizing information they picked up from the books in their play, storytelling, roleplaying, and gaming. These are the sort of books my kids get a ton of use out of, coming back to them often, and using different sections for inspiration at different times.

It’s important to note that these books are NOT a replacement for the D&D Player’s Handbook or the Monster Manual. The Young Adventurer’s Guides do NOT contain game mechanics or rules. They lay out the major concepts, roles, gear, and monsters in a way that is easy to understand, approachable, and engaging. They’re meant to inspire creativity, without overwhelming readers with rules. I highly recommend this series for for any kids who love adventure, fantasy, horror, monsters, roleplaying, storytelling, or who have exposure to RPGs.


Monsters & CreaturesMonsters & Creatures: A Young Adventurer’s Guide is an illustrated guide to the many beasts of Dungeons & Dragons. Featuring one-of-a-kind entries for some of its most memorable monsters, and over 60 brand new illustrations, this book is sure to ignite the imagination of young readers. This book begins with a short, one page introduction which gives the book some context and explains the books ‘Danger Levels,’ which is a 0-5 point scale meant to show how tough a creature is. Although similar to Challenge Ratings in D&D, these numbers are NOT equivalent. Beginning at 0, which denotes a creature that is essentially harmless, moving on to 1, which is an acceptable challenge for low-level or beginning adventurers, and ending at 5, which is a difficult challenge for high level heroes. There is one Danger Level higher than this: EPIC, which denotes a creature so powerful only the most legendary heroes could hope to triumph over it.

Monsters & Creatures - Inside Cover

The creatures in this book are sorted by the regions they call home, beginning with underground creatures, which are found in ‘Caverns & Dark Places,’ moving up onto the surface with ‘Forests, Mountains, & Other Terrain’ dwelling creatures (which also includes a special sub-chapter on giants of all kinds). Following this is ‘Moors, Bogs, and Boneyards,’ a chapter which primarily focuses on undead creatures with a special sub-chapter on vampires, and ‘Oceans, Lakes & Waterways,’ which is packed full of aquatic creatures. Finally, airborne monsters can be found in ‘Mountain Peaks & Open Sky,’ which also contains a special sub-chapter on dragons. Each monster profile contains information on the size of each beast, its danger level, and tips for how to survive an encounter with one. There’s also lore, special abilities and powers, typical tactics, and a handy list of do’s and don’ts for dealing with these beasts. Finally, new art! This book is packed full of it!

Monsters & Creatures also features encounters, which are short, one page stories that introduce a famous D&D character, place them in a perilous situation involving one of the described creatures, and then ends, leaving each opening scene with a cliffhanger ending. Following this is questions that ask the reader what they think the characters should do next, what would happen in response to those actions, and what the characters should do afterwards. These encounters are meant to guide kids to roleplay their own endings to exciting stories, and question the ramifications of their actions. This problem-solving is a great way to introduce kids to RPGs as both a player and DM.

The book ends with a short chapter on how to use monsters to tell stories, and important questions to contemplate for kids who decide to make stories or engage in RPGs on their own. Things like, ‘who are your characters,’ ‘where does your story take place,’ ‘how do things change as the story proceeds,’ and so on. Finally, there’s a short blurb about Dungeons & Dragons, and how to get into the game.

So what creatures, exactly, are featured in Monsters & Creatures? Plenty! ‘Caverns & Dark Places’ includes the beholder, bugbear, carrion crawler, flumph, goblin, mind flayer, myconid, and the legendary Demogorgon. ‘Forests, Mountains & Other Terrain’ includes the centaur, displacer beast, owlbear, sprite, treant, unicorn, hill giant, stone giant, frost giant, fire giant, cloud giant, storm giant, and the legendary fire giant Duke Zalto. ‘Moors, Bogs & Boneyards’ includes the banshee, skeleton, vampire lord, vampire spawn, and the legendary vampire Count Strahd Von Zarovich. ‘Oceans, Lakes & Waterways’ includes the aboleth, dragon turtle, and merrow. ‘Mountain Peaks & Open Sky’ includes the griffon, pegasus, white dragon, green dragon, black dragon, blue dragon, red dragon, and the legendary Tiamat, Queen of Evil Dragons! Encounters are included for the frost giant, green dragon, myconid, skeleton, and unicorn. My son most enjoyed reading about unicorns, flumphs, blue dragons, and vampires. My daughter most enjoyed reading about the beholder, flumph, dragon turtle, dragons, and Tiamat. My daughter also came across a few creatures that she decided, either from the art or after reading the first few sentences, were ‘too spooky’ for her. She promptly skipped those monsters and moved on with the book. The monsters she skipped were the carrion crawler (she’s afraid of bugs), the aboleth (she thought it looked creepy), and the mind flayer (it had a giant brain behind it and she was pretty sure she didn’t want to know why).

The verdict:

As an adult reader, I was pleasantly surprised with the array of creatures featured in this book. There’s a lot of iconic monsters in here, a ton of fantasy staples, and some quirky creatures that most kids will be discovering for the first time. Some of the choices were a bit gutsy for a kids book — the mind flayer and demogorgon, for example — but I’m thrilled to see them included. I’m pleased to see that not all of the monsters are evil creatures, there’s plenty that can be befriended or negotiated with.  The information included in the monster entries is absolutely wonderful. There’s integral information, great advice, and enough engaging descriptions to get my kids interested and curious. The encounters were a definite highlight of the book, as was the beautiful new artwork found throughout. The book is high-quality and sturdy, which is important since our copy is sure to take a beating. I’m far from the intended audience for this book, but I really enjoyed reading it. Even more than that, I loved sharing this book with my kids. I loved watching them discover and wonder over the creatures inside. Monsters & Creatures is a refreshing new take on the world and lore of D&D, sure to delight young readers, spark their imagination, and inspire them to tell stories of their own. Cover to cover it’s great fun.

My daughter: “I loved this book. It was fun to read and the pictures were beautiful! I give it two thumbs up! I think I will read it again and again. I really loved the flumph! It was the best creature in the book. That’s what I think.”

My son: “I think that I love this book. All kinds of kids should read it. I think most would love it, too! Especially if they already like D&D and RPGs and things. I think that it is fun and I’m going to read it a lot!”

“Monsters & Creatures is a refreshing new take on the world and lore of D&D, sure to delight young readers, spark their imagination, and inspire them to tell stories of their own. Cover to cover it’s great fun.”

Warriors & Weapons


Warriors & Weapons: A Young Adventurer’s Guide is an illustrated introductory guide to the many kinds of warriors you can create in Dungeons & Dragons, along with the weapons, armour, and adventuring gear that they’ll make use of. Featuring one-of-a-kind content and over sixty new illustrations, this book gives young adventurers the information and inspiration they need to create their own characters.

Warriors & Weapons begins with a quick introduction that makes it clear that this book is meant to help the reader and their friends make characters of their own. The rest of the book is divided into three major sections: fantasy races, character classes, and equipment. There’s a large array of fantasy races covered in this book — most I expected to see included, but a few were surprises that I knew of but didn’t expect to make the cut. Each race is covered in two side-by-side pages. It starts with new art and a few questions that can help kids figure out if they’ll like playing that race. You’ll also find information on their age, size, attributes, and a few paragraphs about the race and how they act or fit into the world. The races included in this book are human, dwarf, elf, gnome, half-elf, half-orc, halfling, dragonborn, kenku, tabaxi, tiefling, and tortle.

Gnome

Warriors & Weapons is a book about warriors. It should come as no surprise then, that not all of the character classes are covered in this book. The martial classes are included. That means there are six classes covered in the chapter on classes: barbarian, fighter, monk, paladin, ranger, and rogue. Each class entry contains a few questions that can help kids figure out if they would enjoy making a character of that class, information on the class, its major low level abilities, and the weapons, armour, and gear they’re capable of using. Many also include information on the various archetypes, paths, and specializations available to those classes. After each class entry is a two page spread that takes a look at a famous example of that character class. These ‘legendary heroes’ include Wulfgar the Warhammer, Bruenor Battlehammer, Whey-Shu, Redclay, Minsc the Mighty, and Shandie Freefoot. The class section also includes a little flowchart that can tell kids what class they’re most like, and a short section on character backgrounds, attire, details, inspiration, and flaws.

The Equipment section takes a quick look at weapons (swords, polearms, other melee weapons, ranged weapons, and special weapons), armour (light, medium, heavy, and shields), survival gear, adventuring gear, tools, and some special packs for more specialized endeavours (burglar’s pack, dungeoneer’s pack, explorer’s pack, and vampire hunter’s pack). All of the weapon and armour entries talk about the pros and cons of utilizing items of that types, and showcases a few popular versions. The other equipment entries talk about the purpose of different kinds of gear, being prepared for your adventures, and why selecting the right equipment for your character is important. Finally, this section also contains a quick monster entry about the terrifying… rust monster!

Survival Gear

The book ends with a few comments about how you can use your characters to tell stories of your own, and a quick blurb about Dungeons & Dragons and how to get involved in the game. Most of the information on these back few pages is the same as that contained at the end of Monsters & Creatures.

The verdict: 

My kids both adored this book. They love flipping through the races and classes, answering the questions, and making up characters. My daughter particularly enjoys the flowchart that helps you pick out the class you’re most like, and has spent a lot of time making up her own quizzes to determine our race and class. She often sits down beside me, flips open her book, and announces, “Mama! Pick a race!” I cannot stress enough how much she enjoys using this book to make characters and character concepts. My son really enjoys reading about the legendary heroes, with both of my kids agreeing Minsc the Mighty and his hamster Boo are the coolest characters in the book. (I’m pretty sure Boo the hamster would win in a popularity contest between the two of them around here, haha). When it comes down to it, I think they enjoy the sections on races and classes more than the section on equipment. Warriors & Weapons is, without a doubt, a book that has sparked my kid’s imaginations. It’s inspired them to create characters, make stories, and share their ideas with the people around them. With a few flips of the page they imagine themselves heroes. And what could be better than that? This book is sure to have a place on my kids’ bookshelves for years to come.

My daughter: “I loved this book! Especially the little chart! It’s so much fun! It was a great book and I give it two thumbs up!”

My son: “Warriors & Weapons was pretty much as good as Monsters & Creatures, but I liked Monsters & Creatures better. I love how it lets you make your own characters with races and classes. The legendary characters were the coolest part. Especially Whey-Shu and Boo.”

“Warriors & Weapons is, without a doubt, a book that has sparked my kid’s imaginations. It’s inspired them to create characters, make stories, and share their ideas with the people around them. With a few flips of the page they imagine themselves heroes. And what could be better than that? This book is sure to have a place on my kids’ bookshelves for years to come.”


My family and I had an absolute blast with these books. Monsters & Creatures and Warriors & Weapons have both been read a lot by my kids, and I expect them to continue to see heavy use in the future. My kids have already decided they would each like their own copies, so they’re saving up their money to pick up an extra copy of each book. We’re very excited to hear there’s more Young Adventurer’s Guides on the horizon, and will definitely be picking up a copy (or two) of Dungeons & Tombs and Wizards & Spells when they come out.

We’d like to give a special thanks to Penguin Randomhouse Canada for sending us advance copies for review.

Thanks for stopping by d20diaries! We’ll chat again soon.

Jessica

 

Character Focus: Dead Suns

Over a year ago my family started playing the Dead Suns Adventure Path by play-by-post. The hows and whys of our decision to play online instead of at a table in our own home, and why we started playing it in the first place, is something I’ve already written about. Suffice to say, time is a factor (it always is, isn’t it?). Time to play, time to prep, time we could be dedicating to other games or other things.

Life’s busy. But, my kids adore the Dead Suns Adventure Path. They love their characters, and have a blast playing them. So, due in no small part to the requests of both of my children, we’re finally bringing our Dead Suns campaign to a proper table! Which means, it’s time to talk Dead Suns…

Dead Suns is a six-part Adventure Path for the Starfinder Roleplaying Game that sees your PCs join the Starfinder Society, and race to gain control of an ancient super weapon before the undead Corpse Fleet or the terrifying Cult of the Devourer get their hands on it and lay waste to the galaxy! Dead Suns and its supplementary products include:

You can also check out the awesome trailer for Dead Suns below:

Dead Suns is the first campaign that was released for Starfinder, which means there’s a few kinks to iron out, particularly in regards to the difficulty of starship combat. It’s a fun, tough adventure, and my family is sure to have their hands full surviving to the end. There’s only three of them (four if we include my NPC), and my children don’t always make the most sound tactical decisions. To top it all off, my family did NOT make a balanced party AT ALL. But, you know what we did make? A goofy, group of weirdos that are a ton of fun to play.

So who are the heroes of our Dead Suns campaign?

So glad you asked!

At the centre of our team is my NPC T’Kesh. I know, I know. I’m the GM so why the heck is my character the heart of the team? For reasons I’ve already written about here! Haha. It makes sense, I swear!

sfs 1-16 - ikeshti - congregant merthinett - nicolas espinoza
An ikeshti from Starfinder Society Scenario #1-16: Dreaming of the Future. Illustration by Nicolas Espinoza. Art courtesy of Paizo Inc.

T’Kesh is a red-scaled ikeshti (think of them as alien kobolds) from Akiton who, like most of her people, has a voracious appetite, a knack for surviving in the harshest of environments, and a willingness to stick pretty much anything in her mouth. She’s a hunter and a cook, and soon found she was exceptional at both. Like all ikeshti, life changed when she reached adulthood. Ikeshti who are in heat become incredibly aggressive, growing larger and angrier until they successfully mate and lay eggs. Those who cannot mate successfully turn into ravenous, violent monsters known as riveners. Luckily, T’Kesh found a mate and laid a clutch of eggs. Then, she and her mate fought to the death! (Which is absolutely normal behaviour for ikeshti parents. I blame the hormones…). TKesh won, which allowed her to become something known as a Congregant — a female ikeshti that is overcome with the need to ensure the success of her people as a whole. Not necessarily her individual eggs or young, but the whole of the ikeshti race. So T’Kesh set out to find a male brood-minder to tend to her eggs, dragged him back to her nest, and took off, heading for the nearest city. She marketed her talents at hunting and cooking, entering contests, competitions, and making home-made survival and cooking videos until she went viral. She bought herself a ship and convinced a local holo-vid station to let her have her own reality show: T’Kesh: Killer Chef! In the time since T’Kesh has travelled the Pact Worlds and beyond, surviving in harsh environments, hunting her own prey, and turning it into delicious gourmet meals. Whatever she doesn’t eat she turns into her own line of R2Es named after each episode of her show. T’Kesh: Killer Chef became a hit, allowing T’Kesh to send a hefty amount of credits back to her people.

T’Kesh is a bombastic, self-centred, resourceful ikeshti with a habit of narrating her exploits to the constantly filming video drones that follow her around. She fights with a survival knife, tactical pistol, and a sniper rifle. Mechanically, T’Kesh is an icon operative explorer that uses her surroundings to her advantage. She’s well-versed in a variety of physical, social, and survival skills, but knows next to nothing about technology.

pact worlds sro
A pair of SRO from Starfinder: Pact Worlds. Art courtesy of Paizo Inc.

While on Akiton T’Kesh met an SRO named Rabbot. Small in stature and rather slender, with a square squat base with large treads, a pole-like body, two stick-like arms, and two skinny antennae that stick up out of her head like the rabbit ears on an old tv, Rabbot is a bit of an enigma. She doesn’t talk about where she comes from, nor why she felt the need to work with T’Kesh. But, when T’Kesh was in need of a cinematographer for her hit show, Rabbot showed up for the job. In addition to working the cameras, Rabbot’s antennae function as a signal booster, and her torso can reconfigure itself into a small stove. Unknown to all but Rabbot, the little SRO has a hidden compartment in her forearm which contains a single, tiny, rabbit stuffed toy. Rabbot is very protective of her ‘baby’ and pets it when no one it looking. At all other times she denies its existence.

Rabbot is two and a half feet tall but can adjust her telescopic body and neck to be taller and shorter at will. Her treads allow her to be highly mobile, but make stairs and getting up onto high surfaces difficult. In such terrain Rabbot activates ‘jump mode’ which allows her to bounce up onto higher surfaces with ease and is likely the origin of her name. Rabbot has a robotic, monotone voice, and always begins every sentence with “Beep…. bop… rabbot…” making her seem rather serious and dim — which couldn’t be further from the truth! Rabbot is intelligent, cunning, and fond of telling jokes.

Mechanically, Rabbot is a roboticist operative with the ghost specialization. She’s prone to quickly building barricades for cover and protection, before slinking off to another location entirely without anyone noticing. She’s exceptionally good at acrobatics, disguise, stealth, and sleight of hand, and is a fair judge of character. She’s a solid pilot and engineer with a preference for tinkering with mechanical devices over computers. Rabbot fights with an azimuth laser pistol and is my seven-year old daughter’s character.

My daughter is the driving force behind us playing Dead Suns in the first place, and finally bringing it to the table. Her absolute love for Rabbot and her companions, and passion for the game is absolutely astounding to see in one so young. She’s thrilled to share Rabbot with all of you!

250px-Space_goblin
A space goblin from Starfinder: First Contact and Starfinder: Alien Archive. Art courtesy of Paizo Inc.

The next person to join the T’Kesh: Killer Chef crew was Nubb, a snot-nosed goblin with a habit of sticking everything in his mouth. Yes, everything. Once experimented on by unknown parties, Nubb has an advanced AI installed in his brain which makes him exceptionally intelligent and good with technology. Of course, Nubb himself is exceptionally dumb, even by goblin standards, which makes the Nubb of today a strange mix of reckless stupidity, wanton destruction, and computer genius, mixed with bouts of astounding brilliance. Interfacing with his AI through a series of holographic screens transmitted directly to his eyes, Nubb is often seen poking randomly at the air and talking to himself, going through the motions of touching screens only he can see. Nubb works as T’Kesh’s editor, prepping the footage into episodes of her show, and transmitting them to the show’s producers back on Akiton.

Mechanically, Nubb is a cyberborn operative with the hacker specialization. He’s nimble, smart (most of the time), and a whiz with technology of all kinds. He fights with a survival knife, needler pistol, and a laser pistol, but the majority of his wealth is invested in the AI and computer installed in his brain. Nubb is my husband’s character and the resident trapfinder, disabler, and hacker.

critical hit deck skittermander taylor fischer
A skittermander from the Starfinder Critical Hit Deck. Illustration by Taylor Fischer. Art courtesy of Paizo Inc.

Finally, we have Skitt. Skitt is a super helpful yellow skittermander that desperately misses the little ‘tummy mouth’ he was born with. It was so helpful for eating! And Skitt LOVES eating. Eventually he had a new one made and installed as an augmentation, which he thinks is really neat. Skitt met the crew of T’Kesh: Killer Chef on Vesk-6 and, after hearing the word ‘chef’ Skitt couldn’t help but offer them his friendly services! T’Kesh told him to get lost — over and over again — but Skitt was always good with people! So he cast charm person and her and she didn’t complain anymore. …For a few days, at least! And so Skitt became a member of the crew! He works cameras (usually accidentally filming his feet) and helps with dialogue (which usually results in scenes having to be reshot). T’Kesh fires him at least once a week, but his magic-friend-making-smiley-spell always fixes that up real quick! Despite the many ways that Skitt messes everything up, he is friendly, helpful, enthusiastic, and cheery, making him the cheerleader and emotional heart of the group. He loves to sing and dance, and can even talk to animals — a trait which T’Kesh occasionally makes use of on her hunts.

Mechanically, Skitt is a priest mystic who worships Weydan, god of discovery, exploration, and freedom. He has the xenodruid connection and knowledge of a variety of living things. His favourite spells are charm person, life bubble, and mystic cure, while his favourite zero-level spells are ghost sound, stabilize, telekinetic projectile, and token spell. Although Skitt carries a survival knife and a laser pistol, he much prefers to use telekinetic projectile to throw things around with his mind — always being sure to point his many hands at his enemies like guns and shout ‘PEW PEW PEW!’ at them. Skitt is my eight-year-old son’s character.

Yes, you read that right. My family of four made three operatives for an adventure path. All the characters are small and dextrous, and none of them are physically strong. Far from a balanced party, I know. But, you know what we’re good at? Skills! Haha.

Dead Suns Crew 2
Our heroes are ready to begin their journey!

The Dead Suns Adventure Path begins with Incident at Absalom Station. The PCs have just arrived on the station to meet with a dwarf by the name of Durovar Kreel, who is supposed to be their contact in the Starfinder Society. Unfortunately, he dies in the first scene and it’s up to the PCs to work with the Starfinder Society to solve his murder. This leads the PCs to joining the Starfinder Society, and sets in motion a series of events that will take them farther and farther away from their home in order to save the Pact Worlds.

When my family started playing this adventure path we were already playing in the Starfinder Society, and didn’t want our AP characters to be doing the same thing. So, we decided to make a few changes. Although the AP itself and its characters would remain the same, the organization we work for would have a different name and purpose. It’s name?

That’s a story for another time!

We’ll be back later this week with our first campaign update for Dead Suns: Busted Up Dreams! See you then!

Jessica

 

Chronicle of Legends

Pathfinder Player Companion - Chronicle of Legends
Pathfinder Player Companion: Chronicle of Legends

Hello adventurers! Today we’re taking a peek between the covers of Pathfinder Player Companion: Chronicle of Legends! This delightful softcover book from Paizo Inc. is packed with new character options for all character classes, themed as though they were based on legends plucked from the Pathfinder Chronicles. It contains character traits and magic items that could become more powerful over time, new talents, spells, and feats, two new prestige classes, new capstone abilities for nearly all of the classes, and more. In addition, Chronicle of Legends is the final Pathfinder Player Companion being released for Pathfinder First Edition –– a fact both sad and exciting!

Pathfinder Player Companion: Chronicle of Legends is a soft cover book that is 32 pages in length. As a book in the Player Companion line, it’s aimed at players, which means that you won’t find a ton of world lore or secrets inside. Instead you’ll find character options –– things like feats, traits, spells, and more. Chronicle of Legends was developed by Eleanor Ferron and Luis Loza. Contributing authors include Calder CaDavid, Vanessa Hoskins, Mike Kimmel, Isabelle Lee, Matt Morris, Mikhail Rekun, and Michael Sayre. The cover features dynamic art by David Alvarez which depicts Oloch (the iconic warpriest), Quinn (the iconic inquisitor), Shardra (the iconic shaman), and Kolo (Shardra’s tuatara familiar), all combatting a stone colossus. Interior artists include Nathanael James, Michele Giorgi, Alyssa McCarthy, and Beatrice Pelagatti.

The front inside cover features some fun references to past seasons of the Pathfinder Society, as well as it’s future. After this is the table of contents, the rules index, and the introduction, which contains five new exemplar traits, as well as a heroic figure that represents each of them. Exemplar traits are stronger than regular traits and are each tied to a single category of traits (combat, faith, magic, regional, or social). Each allows you to take more traits from their linked category, and gets stronger for each one. I rather liked the exemplar traits, particularly ‘Faith Unshakeable and Unassailable’, which grants you a bonus on Will saves against charms, compulsions, and fear effects, and ‘Traveler of a Hundred Lands’ which allows you to select extra skills as class skills.

Introduction - Illustration by Nathanael James
Illustration by Nathanael James. Art courtesy of Paizo Inc.

Moving on from the introduction we come to our first chapter: Chronicles of Heroes! This section contains four pages of new character options. It starts with four new banners usable by cavaliers and samurai (I particularly like the ‘knave standard’ which can help out your shifty companions). There’s three new gunslinger deeds (check out ‘thundering shot’!) and four new swashbuckler deeds (check out ‘hilt hammer’ and ‘dodging dance’). After this there are six new ninja tricks which are all really cool. My kids adore ‘spiritual companion’ which can allow your ninja to get an improved familiar from a short list of very interesting options. ‘All the stars in the sky’ will be a great choice for shuriken users, but it’s ‘false face’ that turned out to be my favourite. This little gem allows you to change shape as long as you have some ki. Finally, there’s some talents in this chapter: five for slayers and seven for vigilantes. My favourite was definitely ‘leap and bound,’ a vigilante talent that lets you pull off some fun mid-air attacks and tricks.

Ritualist - Illustration by Alyssa McCarthy
A ritualist. Illustrated by Alyssa McCarthy. Art courtesy of Paizo Inc.

Up next? Chronicles of Prestige! This section contains fourteen feats for characters who have levels in a prestige class from the Pathfinder Core Rulebook. They’re all useful and sure to enhance the classes they’re intended for. Following this is two new prestige classes: esoteric knight and ritualist. Esoteric knight is similar to eldritch knight, but for kineticists and psychic spellcasters. Ritualist is accessible to spellcasters of all kinds, and makes it’s user incredibly proficient at performing rituals. Definitely a niche prestige class, but a ton of fun if you’re interested in rituals.

Chronicles of Magic is two pages of new spells and a ritual. There are four new spells –– realm retribution, rival’s ward, greater song of discord, and uncanny reminder. All are high level spells, clocking in at level 6, 8, and 9 depending on the spell and spellcasting class. But, it’s the ritual, egoist’s militia, that turned out to be my favourite. Definitely give it a read if you’ve got the chance.

The next section –– Chronicles of Expertise –– is my husband’s favourite part of this book. These four pages are all about magic tricks! Like equipment tricks, magic tricks allow PCs to get some extra utility out of their abilities. In this case, magic spells. Each spell has five or six special ways you can use it –– presuming you have the feat ‘magic trick’ for the appropriate spell and the necessary skills or feats. The spells that have magic tricks are daylight, fireball, mage hand, obscuring mist, prestidigitation, shield, and unseen servant. Although they’re all really cool, my favourites are the tricks for mage hand and shield.

The nest two sections –– Chronicles of Legacy and Chronicles of Collection –– are all about magical gear. Chronicles of Legacy showcases nine new legacy items, which are unique magical items that grow in power and gain new abilities as their bearers level up or accomplish goals. Although they’re intended to be given out by GMs, not purchased, they do have rules for pricing legacy items included in a sidebar. I enjoyed a lot of these items, but the bracers of antiquity and trailblazer’s boots turned out to be my favourites. Chronicles of Collection presents two feats –– collector’s boon and improved collector’s boon –– that allow PCs to make use of magical equipment sets. Equipment sets are a collection of magical items that, when worn together, become more powerful and unlock new abilities. There are eight equipment sets in this book, each focused on a different theme and featuring magical items already released in other books. For example, the Archmage’s Vestments is great for spellcasters and consists of greater caster’s shield, magician’s hat, ring of counterspells, robe of the archmagi, and staff of power. PCs can only make use of one equipment set at a time. The other equipment sets are Aroden’s Array, Beastmaster’s Will, Besmara’s Bounty, Dread Demoniac Armor, Irori’s Meditation, Pharasma’s Command, and Urgathoa’s Gluttony. Each is powerful in it’s own way, but they are very niche, so not all characters will want to attempt to make use of them. My personal favourite? Beastmaster’s Will, although I admit it’s far from the most powerful option. Haha.

Dwarf Capstone - Chronicle of LegendsWhich brings us to my favourite part of the book: Chronicles of Paragons! I love options. You know what else I love? Reaching 20th level and getting an awesome ability! But, what’s better than achieving your capstone powers? Having a choice of capstone power. This chapter presents an alternative capstone ability for nearly every base class in Pathfinder First Edition. Alchemists and witches instead have a new grand discovery and grand hex to add to their options. In addition, there’s a dozen other capstones, which can be taken by any character that meets the prerequisites. Examples of this include arch-familiar, which grants your familiar higher intelligence and a selection of spell-like abilities of your choice; deep magics, which grants spellcasters an array of new spells known; or old dog, new tricks, which grants you a quartet of new combat feats. I really enjoyed all the universal capstone abilities.  That’s not to say I didn’t like the class-specific capstone abilities –– because I did! –– but it’s the universal ones that caught my interest most, particularly for their versatility and universal appeal. So what were my favourite class-specific capstones? Tough, tough, tough call! Probably ‘proxy,’ the cleric capstone which grants you an additional domain and all of its benefits, and ‘huntmaster,’ the hunter capstone which grants you a second animal companion.

And that’s it! The end of Pathfinder Player Companion: Chronicle of Legends! This book is packed full of cool new character options for all classes that are memorable and unique. Theres literally something for everyone in this book –– quite a few somethings! –– and I would honestly be shocked if someone found this book not worth the investment. I absolutely adored it, and am pleased to see that the Pathfinder Player Companion line went out with a bang.

Arcane Archer - Illustration by Alyssa Michele Giorgi
An arcane archer. Illustration by Michele Giorgi. Art courtesy of Paizo Inc.

…But wait! There’s more! Last month on Paizo’s blog Luis Loza shared two extra character options written for Chronicle of Legends that they couldn’t fit into the book. Two archetypes for prestige classes! ‘Deadeye devotee’ is an arcane archer prestige archetype that allows divine worshippers of Erastil to enter the prestige class and gain some unique new abilities, while ‘thought thief’ is an arcane trickster prestige archetype for psychic spellcasters. Both prestige archetypes are available on Paizo’s blog for free. Thanks, Luis!

Thanks for checking out d20diaries! I hope that taking a peek at what’s inside this Player’s Companion helped you decide if this is the right book for you. There’s plenty  of great books out there (and I know I’m not the only one who can’t afford them all!).

Shop smart!

Jessica

 

Happy Father’s Day!

Good morning, everyone!

My family and I would like to take the time to wish all of the fathers out there a Happy Father’s Day! We’d also like to remind everyone else to do something special for the fathers in their lives. (Don’t forget!)

I’d stay to chat, but I’m about to embark on an exhausting day! My family and I are off to the Red River Ex (a local carnival) to spend the day with my husband’s stepdad and family. For them, going to the Ex on Father’s Day is a decades-long family tradition, helped in part by the  free pancake breakfast and free admittance today.

(And who doesn’t love free?!)

Have a great day!

Jessica

Happy Father's Day

Free RPG Day 2019

Today is Free RPG Day 2019!

Did you participate?

We sure did!

Established in 2007, Free RPG Day works with participating hobby game retailers and RPG publishers to bring new and exclusive RPG products and adventures into the hands of gamers worldwide. Fans can grab brand new material for a variety of RPGS for free by stopping by their local participating game and hobby shop.

Last year my family had a ton of fun with Free RPG Day, particularly with Paizo’s two releases: Skitter Shot, a first level Starfinder adventure featuring a crew of excitable skittermanders, and We Be 5uper Goblins, a hilarious sixth level Pathfinder adventure featuring some infamous goblin heroes on their most epic and amazing adventure yet! For those of you who missed FREE RPG Day 2018, both modules are available as a free download on Paizo’s website, or as a physical copy for five dollars.

Free RPG Day BooksThis year Free RPG Day was held on June 15, 2019, with Paizo’s free downloads of the PDFs being available on July 1, 2019.

My husband, my children and I headed out for a trip to our local game shop. There’s a few places you can go in Winnipeg for RPG products, but our shop of choice is Game Knight Games and Cool Stuff. It’s a bit of a trek to get there, two buses and at least an hour and a half of travel time for us, but it has a great selection of RPGs, board games, miniatures, and collectible card games. They also have a spacious game space. It’s a wonderful store. The buses were accommodating, and we made good time. In no time at all we headed inside and perused the goodies on offer. There was quite a selection!

There were two products we knew we wanted to bring home with us: Skitter Crash, a third level Starfinder adventure featuring skittermanders, and We Be Heroes? a Pathfinder Playtest adventure for first level goblins. My seven-year old daughter immediately scampered over to the table and swept up Skitter Crash, while my son grabbed We Be Heroes? This left my husband and I a bevy of books to browse. In the end, my husband settled on The Witcher Easy Mode: An Introductory Booklet to the Witcher TRPG, and I scooped up Modern Age Threefold Quickstart.

Free RPG Day 2019

The Witcher Easy Mode: An Introductory Booklet to the Witcher TRPG is just that –– an easy introduction to The Witcher TRPG. 30 pages in length it includes rules, six pre-generated characters and a short adventure called Still Waters.

Modern AGE Threefold Quickstart is an easy to understand gateway to the Modern AGE RPG that comes with streamlined rules, reference sheets, five pre-generated characters, and an introductory adventure called Burning Brighter. It’s 40 pages long and has a lot of nice art inside.

we be heroes? free rpg day 2019
We Be Heroes?

We Be Heroes? is an adventure we knew we wanted to bring home with us. It’s a Pathfinder Playtest adventure, using the final version of the Playtest rules. We Be Heroes? is a first level adventure written by Brian Duckwitz which continues the tradition of the super popular We Be Goblins series (We Be Goblins!, We Be Goblins Too!, We Be Goblins Free!, We B4 Goblins!, and We Be 5uper Goblins!). However, this adventure features a whole new team of goblin adventurers who are set to take on the minions of the Whispering Tyrant! (And zombie pigs?!) Driven by hunger and the orders of their chief, the goblins of the Crookedtoes tribe are tasked with finding out why all the animals in the forest have fled the region, and what happened to the tribe’s best scout. They get to meet up with some heroic knights, explore a wrecked farmhouse, and… be heroes! We absolutely adored reading this adventure and intend to play it soon — although whether we’ll play it as a Playtest adventure, switch it over to Pathfinder First Edition so we can play it right away, or wait for August and switch it over to Pathfinder Second Edition rules remains to be seen. Either way, we’re going to have a blast with it. If you didn’t get your hands on this amazing product, don’t worry. You’ll be able to download it for free on Paizo’s website in two weeks or so.

skitter crash - free rpg day 2019
Skitter Crash

Finally, there’s my personal favourite… Our skittermander heroes from Skitter Shot are set to continue their adventures in Skitter Crash! Written by Jason Keeley, this is a third level Starfinder module that sees our skittermander heroes crash their ship on a mysterious swampy planet after a run in with space pirates and an interstellar cyclone! They’ll need to find their ship, deal with the space pirates, and (of course!) make some nu-friends! The adventure was a lot of fun. So fun, in fact, that we played it today at our local gaming store with a wonderful GM (you’re awesome, Wil!) and another player new to RPGs (I hope you had fun, Robin!).

The verdict?

This adventure is a BLAST. I highly recommend it.

Skitter Crash Battle

I hope a lot of you got out to Free RPG Day! If you did, I’d love to hear what kind of products you got your hands on, and what you thought of them.

Happy gaming!

Jessica

 

Review: Tyrant’s Grasp: Last Watch

Today we’re taking an in depth look at the third book in the Tyrant’s Grasp Adventure Path! This survival horror campaign pits the players against the return of the Whispering Tyrant, the lich-king Tar-Baphon, who was defeated and sealed away long ago. Tyrant’s Grasp will be the final Pathfinder 1st Edition Adventure Path released before the switch is made over to Pathfinder 2nd Edition in August. Intended to take characters from levels 1 to 17, Tyrant’s Grasp is six volumes long.

Tyrant's Grasp - Player's GuideA wonderful Player’s Guide for Tyrant’s Grasp is available as a free download on Paizo’s website here. The Player’s Guide gives players a relatively spoiler-free way to properly prepare for and integrate their characters into the Tyrant’s Grasp Adventure Path. I highly recommend checking it out.

It should be noted that the Tyrant’s Grasp Adventure Path is not for everyone. Terrible tragedies will occur and you won’t always be able to prevent them. These events are bound to have a lasting effect on your characters, so players should be prepared to consider and role-play the marks left by the trials you face. Depending on the generosity of your GM you could be in dire situations with limited resources, so players will need to be resourceful to survive. Plenty of the imagery and events in this adventure are dark, morbid, and sorrowful. Although I wouldn’t call all of the volumes in this series horror adventures,  some are — though not your typical horror. I’d call it… a morbid tragedy. There’s plenty of undead, necromancers, and disaster. It’s definitely not a campaign to play with kids or if you’re looking for a light-hearted game.

Tyrant's Grasp - Last Watch CoverLast Watch is the third volume of the Tyrant’s Grasp Adventure Path. Written by Larry Wilhelm, this is an adventure intended for 8th-level characters, which should bring PCs up to level 11 by its conclusion. This adventure begins when the PCs arrive in Lastwall’s capital of Vigil, intent on telling the Knight of Ozem what’s happened in Roslar’s Coffer. Luckily, their arrival coincides with the Whiteblade festival, making it easy to gain an audience with a wide variety of government officials, military officers, and other important people. All that’s left it to tell them your tale.

Right?

Yeah, not so simple. Haha.

As with the other volumes in this adventure path, Last Watch looks great. From cover to cover it’s a high quality book filled with nice maps and beautiful, dark artwork. The cover depicts Yosiduin, an elven antipaladin, in the foreground. Behind him is an image of Yoon (the iconic kineticist) and Imrijka (the iconic inquisitor) battling a gnome and some thugs in the streets of Vigil. Both images are by Igor Grechanyi. There’s a nice map of The Gravelands (Lastwall and parts of Ustalav) on the inside cover again, as there has been with the previous volumes. There’s a lot of awesome artwork throughout the book — mostly of humanoid allies and enemies. Interior artists include Yanis Cardin, Hai Hoang, Joel Holtzman, Oksana Kerro, Valeria Lutfullina, Dave Melvin, and Firat Solhan. I particularly enjoyed the art for Cleverquill, pest drakes, and the many NPC portraits. The maps, all drawn by Matthias Rothenaicher, are really nice. They look great, of course, but they’re also well thought out and executed. unfortunately, some of the map rooms are too close to the binding, which makes them difficult to see. Also, one important room is partially cut off by the page’s decorative border. Unfortunate!

Kellen ShayleeIn terms of content, Last Watch is a diplomatic mission, investigation, and exploration.  PCs will need to convince the powers that be in Vigil that something horrible happened in Roslar’s Coffer and that Vigil needs to prepare for the worst. Of course, your PCs tale is rather far fetched… The PCs will need proof to go along with their words. The adventure is rather free form at the start but, as the PCs uncover clues that will lead them to further discoveries and encounters, the adventure becomes more linear.

Vigil is a great location to adventure in and this book did a good job of conveying atmosphere and populace through encounters and short descriptions. That said, the city isn’t fleshed out very much in this book, and I wish it was. I highly recommend GMs give Pathfinder Chronicles: Cities of Golarion a read if they own it, as it contains a ten-page gazetteer on Vigil which can be used to really make this place shine. Either way, this is a great time to let players explore, make friends, forge alliances, rest, properly equip themselves, and generally enjoy being among the living while they go about their duties.

Last Watch has a more balanced array of encounter types than it’s predecessor did. It begins heavy on the social encounters, then quickly transitions to heavy on combat encounters, before finishing with a welcome mix of both. Throughout the course of the book there’s chances for different skills and different character types to shine. The combats were interesting, but it’s those in the final chapter that I particularly enjoyed. I like the social encounters a lot, both in the beginning and end of the adventure, although I think some groups will flounder a bit with the beginning. GMs will need to pay close attention to their player’s behaviour to determine if more guidance is required. Personally, I think I’d have a lot of fun with it. But, again, it’s the social encounters in the final section of this adventure that really shine.


And now it’s time for a warning:

We’ve got more to say about this adventure, but it’ll come with spoilers! Don’t want to read them? Skip on past this next section until you see the large words ‘SPOILERS OVER.’ Got it? Good! See you on the other side!


SPOILERS

Last Watch is split into three major parts: Explosive Tidings, Into the Undercity, and Grim Dawn. The adventure is 53 pages in length with six pages afterwards dedicated to three NPCs: Ceto Malderra, a famous crusader who’s not what she seems (and has amazing artwork!); Kilibrandt Erstwhile, a gnome entrepreneur and criminal; and Yosiduin, an elven antipaladin and leader of the local Seal-Breaker cell.

Evark NoxPart One: Explosive Tidings begins with the PCs entering Vigil during a holiday with the intent of informing the Knights of Ozem what’s happened to Roslar’s Coffer. But no one believes them! Obviously. Their story sounds crazy. It’s awesome. Haha. PCs will have opportunities to approach a variety of different authority figures and try to convince them to believe their outlandish tales. In most cases the PCs will need more evidence, which could frustrate some players and groups. But, with work, PCs should be able to win over some of the dignitaries. Doing so can earn your PCs rewards, allies, and have an effect on the final chapter of this adventure.

Figuring out where to start your hunt for evidence is a bit more troublesome. Although many groups will know which clues they have of merit, make the right connections, and tug on the right threads, some won’t. Those groups will likely be lost and get a bit frustrated. GMs should be prepared to improvise and throw in a bit more clues or rumours at the start of the investigation process if needed. All in all, I like the places the investigation goes and what drives it.

CleverquillPart Two: Into the Undercity begins when the PCs investigation leads them into the sewers beneath Vigil, where they’ll take on the Seal-Breakers in their base of operations, an abandoned temple of Arazni. This location is dark and haunted, and there’s more than one way for the players to explore it, which is really nice. But, who are these Seal-Breakers, anyway? In short, they’re an evil cabal intent on freeing the Whispering Tyrant in order to acquire a really old book he had in his possession when he was sealed away. Yes, a book. And yes, the founder of this group is the person who borrowed the book to the Whispering Tyrant. Sure, it might seem a little weird, and yes, founding a cult and unleashing an undead tyrant is a rather drastic step to get your evil book back, but it’s a really special book. With it the Seal-Breakers hope to do even worse things, like unleash Rovagug and destroy Golarion. Fun stuff! All humour aside, I like this part of the adventure. The location is appropriately atmospheric, the battles are challenging, and the villains are properly… villainous! The PCs are going to figure out a lot in their time here, particularly in regards to what’s happened to Roslar’s Coffer, what’s driving this adventure path, and what’s at stake if they fail. They’re going to learn about the Whispering Way, the Whispering Tyrant, and how he destroyed Roslar’s Coffer. They’ll learn a bit about the Seal-Breakers, what this group was doing in Vigil, and that they intend to free the Whispering Tyrant, but they won’t learn enough to know their ultimate aims and goals of the Seal-Breakers. It’s likely the group will come off as a militant ally of the Whispering Way –– which is exactly how the Seal-Breakers like it! (More on Seal-Breakers later!)

But, what I like best about this section of the adventure is the twist ending… Your PCs have fought long and hard to find the evidence they need to convince the city’s officials to trust them. They’ve scoured the city for clues, tracked down a gang, descended into the stinky sewers, and fought of a cult of violent fanatics, and now –– finally! –– they have what they need.

Suddenly there’s a muffled sound echoing down from the city above…. Was that an explosion? The ceiling shakes…

Geist

Part Three: Grim Dawn begins when the PCs exit the sewers after taking on the Seal-Breakers. They emerge to find Vigil destroyed…

Which is awesome! Horrible! But, awesome! This is such a great gaming moment that will be much more meaningful if the players have had time to get to love Vigil, so be sure to play that up while you can!

Now, Vigil is a big city, and the death toll is absolutely devastating, but there are a few pockets of survivors. In this section of the adventure the PCs explore the ruins of Vigil –– which has clearly suffered the same fate as Roslar’s Coffer –– fight off undead abominations, and meet up with the survivors. They’ll see some familiar faces and be happy to realize that their efforts did do some good, even if it didn’t save the city. There’s a direct correlation between the number of survivors in Vigil and how much the PCs managed to convince the various authority figures in Part One that the threat to this city was real. Although it’s not mentioned until the end of the chapter, GMs should definitely take the time to highlight this the entire way through!

The PCs need to rally these survivors, hatch a plan, and bring this group to meet up with another group of survivors. Together they’ll have to attack a terrifying foe that’s intent on ensuring no one leaves Vigil alive. If they can accomplish this the PCs can escape Vigil with their fellow refugees and live to fight another day.

In addition to the Last Watch adventure, this volume contains three articles and a bestiary containing five new creatures. All three articles are intended for GMs, but only one needs to be kept secret from players: Seal-Breakers, by Greg A. Vaughan. This article takes an in-depth look at the history and goals of the Seal-Breakers, it’s founders, members, and structure. It also mentions some places the Seal-Breakers are active and what their goals are in those locations.

SPOILERS OVER


There are two other articles in the book’s backmatter that players can hear about without it affecting the adventure. The first article, Into the Void, is written by Patchen Mortimer. It details the Negative Energy Plane, exploring its locations, ecology, denizens, and threats. This has always been a plane that I’ve considered pretty hard to wrap my head around. How does one adventure in a place that’s the antithesis of life? But, this article did a great job of making it a potential adventure location. It’s still horribly dangerous, but as a player and GM it seems a lot more accessible now. Really great job!

Into the Void

The final article is Relics of the Shining Crusade by Alexander Augunas. As the name implies, this article details some relics –– magical objects that can improve under certain conditions when utilized by PCs. The included relics are all objects from Lastwall that were used in the wars against the Whispering Tyrant, and are great options for dropping into the Tyrant’s Grasp Adventure Path. Keep in mind that the triggering conditions that can cause these objects to improve should be kept hidden from players.

Relics of the Shining Crusade

The Bestiary is up next! It contains a random encounter chart and four special encounters, all suitable for use in the third part of Last Watch. There’s also eight new creatures written by Mike Headley, Isabella Lee, Meagan Maricle, Kendra Leigh Speedling, and Larry Wilhelm. Five of them are featured in the Last Watch adventure. Creatures include Lifeleecher mortic, a CR 8 mortic based off of orcs; pallid angel, a CR 12 evil outsider blessed by Urgathoa that’s a mockery of the angels they appear to be; pest drake swarm, a CR 9 swarm of colourful little dragons; sceazir, a CR 9 outsider from the Negative Energy Plane; sump steward, an intelligent plant that nurtures the growth of other plants (and my personal favourite of the new monsters); and finally, three swarms and troops of undead: the CR 10 clacking skull swarm, CR 7 barrier breaker troop, and the CR 9 sodden draugr troop.

Pest Drakes
Pest Drakes from the Last Watch Bestiary

Which brings us to the end of  Last Watch by Larry Wilhelm! I think this is an absolutely awesome adventure that packs an emotional punch. I enjoyed it start to finish, but it’s the entire final chapter and the ominous foreshadowing of terrible tragedies that really makes this adventure special. GMs willing to put in the work to make Vigil and it’s people shine will definitely be rewarded!

Tyrant’s Grasp continues with Gardens of Gallowspire (Tyrant’s Grasp 4 of 6) by Crystal Frasier, Borne by the Sun’s Grace (Tyrant’s Grasp 5 of 6) by Luis Loza, and Midwives to Death (Tyrant’s Grasp 6 of 6) by John Compton. You can also check out a previous blog post I wrote on Tyrant’s Grasp before its release here, or our review of The Dead Roads (Tyrant’s Grasp 1 of 6) and Eulogy for Roslar’s Coffer (Tyrant’s Grasp 2 of 6).

Thanks for joining us today!

Jessica