The ABCs and 123s of D&D

Today we’re taking a look at two delightful books released by Dungeons & Dragons for kids: The ABCs of D&D and The 123s of D&D. Intended for young children, these books offer kids a first glimpse at the world of Dungeons & Dragons while teaching the alphabet and counting to ten. Both books feature whimsical artwork by Caleb Cleveland, and catchy rhyming couplets written by Ivan Van Norman.

The ABCs and 123s of D&D

I recently picked up both of these books for my young nephew, who is soon to turn five. Not only does he adore them, but both of my children (a boy aged eight and a girl aged seven) also found them thoroughly entertaining. I was impressed by their quality and content. The art is perfect for kids, with colourful, whimsical illustrations that hide all kinds of secrets — clouds shaped like dice and towers made of books, for example. Delightful little tidbits that kids will discover as they get a bit older.

I is for Imagination

“I is for IMAGINATION. What’s YOUR favorite tale?”

B is for Book

“A is for ADVENTURE, our journey has begun.
B is for BOOK, the source of all our fun!
C is for CREATURES of every shape and size.”

Although I expected The 123s of D&D to be shorter than The ABCs of D&D, that wasn’t the case. Yes, the ABCs of D&D covers the entire alphabet, with typically a letter per page. And yes, the 123s of D&D covers the numbers one through 10, with one number per two pages. Technically that would make it shorter, but after counting to to ten there’s a lovely mini bestiary that features a sentence or two about the creatures depicted throughout the book — all written in rhyming couplets. What a pleasant surprise! I’m really happy they included it and all the kids loved it. It immediately inspired them to start making up stories of their own with the creatures. My daughter’s favourite was the almiraj, of course (she adores rabbits and rabbit-creatures of all kinds).

123s of D&D

“We begin with ONE Dungeon Master telling a story of daring deeds, the adventure of TWO heroes and their brave and noble steeds.”

Bestiary

“All these monsters you can meet when playing D&D. So have fun on your adventures, and save a spot for me!”

My kids and I thought that The ABCs of D&D and The 123s of D&D were wonderful, entertaining, inspiring little books. Despite being written for young children, they’re of interest to any kids that still love a picture book. Really wonderful work!

Jessica

Many Happy Birthdays!

My kids have a birthday this month.

Both of them.

It’s on the same day (although they’re not the same age) but that doesn’t mean their birthday is over quick. My husband and I have a small house but a big family, so it’s not just one birthday party for the pair of them. It’s one birthday party for the pair of them at least four times. Add to that a convention, work dinner, and parties with their friends, and suddenly the whole month is gone. Plus there’s my brother, grandpa, niece, and nephew, who all ALSO have a birthday this month.

March is crazy around here.

But today I’m taking the time to say ‘Happy Birthday’ to the two goofiest, sweetest, most imaginative kids I know. Why on my blog? Because they wanted the world to know they are now the very dignified ages of seven and eight.

Milestones, I know. Haha.

While we’re at it, why not spread the cheer further? My birthday kids want to wish a Happy Birthday to all of you, no matter where you are or when it falls.

All the best!

Jessica
(and family)

Birthday Cake 1
HAPPY BIRTHDAY!

Adventures at RetroCon!

My family and I don’t often have the chance to attend conventions. We don’t usually get to play Pathfinder Society or Starfinder Society games in person. We play a lot via play-by-post (which is a ton of fun) and we play a lot in small family groups. But to actually play in a public venue? That’s a new experience for us.

So, when we discovered that there would be a convention just down the road from our home how could we say no?

I wasn’t sure my kids would behave. Would they remain focused in a noisy room? Would they sit still long enough to get a whole game in? My son’s a fidgeter, and he fiddles with everything, so I was more than a little skeptical. Would we drive our poor GM bonkers?

Most likely.

But, my kids wanted to go, and my husband wanted to go, and of course I wanted to go. So we went.

In the week leading up to RetroCon we decided to make new characters. We have plenty of PFS characters to choose from but my kids wanted to make some that actually matched the minis we own. My son picked out a snazzy little halfling mini and rolled up a gnome shifter to match it — with the new boar options from Wilderness Origins (more on Wilderness Origins in an upcoming blog post!). My daughter chose one of the only minis she personally owns and created a hunter (her first one!). Determined to make use of an adorable little badger mini she owns she selected one as her animal companion. Yes, you read that right. She finally made something that does not involve a rabbit! GASP! My husband made a dwarven warpriest of Cayden Cailean with a mini we picked up from the flea market this past summer. And I was determined to use of one of my painted minis — which means there aren’t many options! Haha. I’ve only painted minis once and, although I had intended to use the four minis I painted right away, none of them ever saw use. I hummed and hawed a bit until I picked up my wealthy looking noblewoman mini and I created an over-enthusiastic librarian who has spent her life reading about the world and was thrilled to finally go out and experience it.

RetroCon Team

We spent the morning packing and double checking our game time. My kids were practically bouncing off the walls in excitement (which is both a good and bad sign! Haha!). It’s a quick walk down the road, but the sidewalks are an icy, rough mess, so that slowed things down a bit. Luckily no one took a spill or got soaked. We had more than enough time to get settled and say some hellos before our GM arrived and the game got started.

Our GM was really great. He had my kids laughing a lot and was super patient. My kids weren’t the most attentive players, my son kept fixating on off-mission activities, and my son made some of the worst tactical decisions of his short PFS career. We probably drove the GM crazy. Haha. Anyway, my kids had a ton of fun. People were saved, villains were defeated, fish were thrown around, my daughter uttered the battle cry ‘nibble nibble,’ and my arcanist finally left the library.

And then we died.

Yup! Total party kill in the final fight. My kids were both in tears.

My son cheered up a bit when he won a special boon — he’s pretty sure he’s going to apply it to Fuzzzy (his forgetful wizard). My daughter didn’t win anything, but someone was walking around handing out bee folders which she assumed was a prize and happily  claimed. She seriously loves this folder. She’s been cooing over it all evening.

By the time we were packed up and on our way home both of my kids decided that — despite having to suffer through their first character death, first PFS character death, and first TPK all in the same afternoon — they had fun. By the time they got home they were already discussing their next characters and when we would get to play next. (I guess we’ll be attending another Game Day in the future). It turned out to be a good first convention for them — tears and all.

Jessica

Near death
We had a good start. The final boss went down quick! Unfortunately, his undead minion did not. A few rounds later and it was the only one still standing. 

The D&D Young Adventurer’s Guides

A new series of Dungeons and Dragons books aimed at children is scheduled to launch this summer! The D&D Young Adventurer’s Guide series is written by Jim Zub, Stacy King, and Andrew Wheeler, and published by Ten Speed Press (a part of the Crown Publishing Group). The series begins with two simultaneous releases on July 16th, 2019: ‘Monsters and Creatures‘ and ‘Warriors and Weapons,’ both of which are already available for pre-order. There are two more books in development that are scheduled to be released in Fall 2019 (Dungeons & Tombs and Wizards & Spells) and, if they’re popular enough, there may be more beyond that in the future. The D&D Young Adventurer’s Guide series are 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.

Dungeons & Dragons - Monsters & Creatures - A Young Adventurer's Guide
Monsters and Creatures: A Young Adventurer’s Guide

Monsters and Creatures: A Young Adventurer’s Guide is an illustrated guide to the many beasts of Dungeons and 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 (my kids can’t wait!). Creatures are sorted by the regions they call home, beginning with underground creatures, moving up onto the surface with aquatic, field, graveyard, forest, and mountain dwelling creatures, and finally ending with airborne monsters. Each monster profile contains information on the size of each beast, its danger level, and tips for how to survive an encounter with one. This book also features “introductory ‘Encounter’ stories so readers can practice the problem-solving skills they’ll need to fight these monsters when they play a D&D adventure of their own.” Awesome!

Dungeons & Dragons - Warriors & Weapons - A Young Aventurer's Guide
Warriors and Weapons: A Young Adventurer’s Guide

Warriors and Weapons: A Young Adventurer’s Guide is an illustrated introductory guide to the many kinds of warriors you can create in Dungeons and 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. It includes “sample profiles, a flowchart to help you decide what type of warrior to be, and brainstorming challenges to start you thinking like an adventurer whether on your own or in the midst of an exciting quest with friends and fellow players.” It’s important to note that this book is NOT a replacement for the D&D Player’s Handbookand does NOT contain game mechanics or rules. It lays out the major concepts in a way that easy to understand, approachable, and engaging. It’s meant to inspire creativity, without overwhelming readers with rules.

“These books have beautiful art, concepts, and stories to engage readers and get them thinking first and foremost about their character and the places they’re going to adventure in without any rules for them to worry about. It’s a creative toolkit focused on character and story,” Jim Zub was quoted as posting on twitter. “Give these books to a new player, get them excited about the possibilities, and then bring them to the gaming table to show them how those concepts and ideas flourish with a roll of the dice. […] We really hope that experienced Dungeon Masters will embrace these books as a way to introduce D&D to their kids or their friends and that schools/libraries will see them as a fun and engaging way to encourage creative writing!”

My kids are thrilled with this news. (Yet another reason for them to look forward to the summer! Haha!). I can’t wait to see what they look like up close.

Jessica

 

Mists of Akuma: Trade War

Hello, and welcome to d20diaries! Today we’re taking a look at a dark and dramatic adventure path filled with political intrigue and horrifying monsters. Trade War for the Mists of Akuma campaign setting.


What is Mists of Akuma?

Mists of Akuma is an Eastern fantasy noir steampunk campaign setting that’s compatible with fifth edition Dungeons and Dragons. Created by Mike Myler and published by Storm Bunny Studios, Mists of Akuma is based in a fictional nation called Soburin which is very closely based on Japanese culture of… oh, the Sengoku period of the 16th century if I had to guess (but I’m no expert). Soburin’s many prefectures are locked in a tenuous peace, torn between tradition and new technology, and beset on all sides by the terrifying Mists of Akuma, which corrupt everything they touch. Capable of transforming the land into a poisoned wasteland, peaceful dead into undead monstrosities, helpful spirits into foul oni, family heirlooms into cunning living objects, and people into terrifying monsters, the Mists of Akuma are a malignant evil. The Mists of Akuma campaign setting also features a wide variety of new character options, rules, technological items, magical objects, and creatures.

It’s a sorrowful, rich setting that pays close attention to eastern traditions and culture, and brings it into an exciting fictional fantasy world. Manners, honour, and lack of, all play a part, as do kami, oni, and a variety of other Japanese myths and traditions. Mists of Akuma is a setting bursting with creativity, intrigue, mythology, and tragedy that fills a niche all it’s own. For more information on the Mists of Akuma campaign setting you can visit Storm Bunny Studios. To pick up a copy of Mists of Akuma you can visit the Open Gaming Store, Paizo, and Drive Thru RPG. There’s also a few FREE primers available. I highly recommend picking up Mists of Akuma: Soburin Primer  for a glimpse at the world of Soburin and the Mists of Akuma campaign setting, Mists of Akuma: Primer for a sampling of character options, and Mists of Akuma: Tsukumogami for a collection of new creatures (objects transformed into fell beasts by the corrupting Mists of Akuma).

Mists of Akuma
Mists of Akuma by Mike Myler and Storm Bunny Studios

But, enough about the campaign setting. Let’s talk Trade War.


Trade War

Mists of Akuma: Trade War is a 375-page adventure for the Mists of Akuma campaign setting written by Mike Myler, along with Christopher Rippee, Andrew Engelbrite, and Dirk van de Rijt. Intended for 4-6 players, Trade War should bring characters from levels three all the way to level twelve or so. Although Trade War contains everything you need to play the adventure path, I highly recommend picking up the Mists of Akuma campaign setting or downloading the free primers mentioned above. They really enrich the adventure and your players understanding of their world and the beings in it.

Mists of Akuma - Trade War
Trade War: A Mists of Akuma Adventure Path

Trade War is a campaign focused on politics, intrigue, and tragedy, with it’s true plot is hidden under layers of other stories and adventures. Players uncover threads of the mystery and its villains right from the beginning of the adventure path, with time weaving these seemingly disparate tales into a wonderful, layered story. The adventures are all open ended, providing information on a variety of paths your players might choose to follow instead of just assuming one ‘ending’ occurs. There’s plenty of important NPCs to interact with — both allies and enemies — and monsters to battle, with the lines between good and evil becoming increasingly blurred. Alliances can be forged, loyalties swayed, promises betrayed, and throughout it all your PCs will need to make difficult choices. For doing the right thing isn’t always easy — if you can even determine what the ‘right thing’ is.  These tough decisions, moral dilemmas, and pyrrhic victories are truly a highlight of the adventure path.

Before we get any further into this review it’s important to note that not all of the content of Trade War is new. In fact, Trade War consists of six previously released adventure modules bound together with new adventures, side quests, and connections, all culminating in a brand new, epic conclusion. And when I say ‘epic’ I truly do mean it. The final adventure is exceptionally well done.

The six previously published adventures contained in Trade War are Scourge of Róbai Shita TempleFeud Primordial, Fangs of Revenge, Curse of the Scorpion Samurai, Yai Sovereign of Storms, and Revenge of the Pale Master. The finale is entitled Hone-Noroi Keep Ascends. There are also two side trek adventures (Golden Carp and Cursed Well of Itami) which have varying difficulty levels and are intended to be inserted by the GM when they need to get the players back on track (or whenever they feel is most dramatic). There’s also a series of five ‘Connections,’ which are basically a collection of short social and combat encounters which occur on the journey between adventures and all tie in with the various ongoing plots and events of the adventure path. In addition to these adventures and connections, Trade War contains a bit of important information on the Mists of Akuma campaign setting, some new rules, a wide array of new character options, a player handout, and a character sheet. Finally, Trade War contains some quick and simple instructions for those GMs who want to run Trade War without the steampunk components. 

Because Trade War is a mystery I won’t get into the plot just yet. Instead, information on the adventure’s storyline and various adventures will all be contained at the end of this blog post after a large spoiler warning. So, without spoilers, what do I think about Trade War?

For starters, Mists of Akuma is a really great, atmospheric setting. I love it. Trade War is grand campaign that’s much more layered than it originally appears. Despite it’s rather tightly constructed meta-plot it leaves a lot of room for players to make their own decisions, managing to continue the events of the adventure path no matter how honourable or disreputable your players turn out to be. It’s got a lot of climatic moments, dynamic battles, moral dilemmas, betrayals, and surprises. All of the scripted social encounters matter, playing a role in either the meta-plot, current adventure, or foreshadowing other important events. Many NPCs — both ally and enemy — have chances to make return appearances, and players will often be surprised at the role some of the people they meet will come to have. There’s a variety of factions your players could ally themselves with throughout the course of the adventure, all of which are very different.

However, all that open-ended storytelling does come with a downside. This is a rather loosely scripted campaign, with plenty of decisions for GMs to make, NPCs for GMs to create, and plenty of downtime for GMs to fill. While many GMs will be thrilled with this, I do prefer my adventures have a tighter narrative. Why your characters are travelling from one region to another between adventures is left for GMs to determine in most instances and, although the journey and ‘Connections’ themselves are filled with engaging encounters, the motivations behind the journeys are lacking (until the later adventures). In addition to this, many of the adventures utilize the same opening plot hook: a bengoshi told you to. Bengoshi in Mists of Akuma are essentially government officials who have the power to deputize citizens into performing tasks on their behalf. Refusal is met with execution. Obviously “do this because I said so or you die” is not really an engaging motivator. Although for some of these adventures it makes sense that a bengoshi would hire your PCs, at other times it’s unnecessary. There’s plenty of other PCs who could have acted as quest givers and, in many instances, the plot of the adventure itself or a few social encounters could have done a better job.

As previously mentioned, many of the battles are dynamic and complex. Although thrilling and rewarding, they aren’t easy to run. If you’re a beginner GM this is not the campaign for you to start with. Trade War has a lot of cool new creatures, some of which can transform into more powerful forms. Overall, the battles in this adventure path are challenging, memorable, and very well-crafted.

Mists of Akuma is not for the feint of heart. There are strong themes of tragedy, decay, corruption, and sorrow. There’s also some rather gross, horrific depictions (particularly in the finale), and body horror (as the Mists of Akuma can transform even your PCs into terrifying monsters). Although I thoroughly enjoyed the atmospheric, mature tone, it’s not for everyone. And certainly not a child-friendly or family campaign.

Mists of Akuma utilizes many Japanese terms throughout its length, which I really enjoyed. Particularly for names of people, locations, monsters, weapons, and titles. That said, I found that some terms are used but not explained, so I had to stop and look them up. In a few instances the Japanese version of an English loan word is used, instead of just using the English word, which was both jarring and a strange choice. I’m a fan of using culturally appropriate terms and naming conventions whenever possible, but in my opinion Trade War took it a bit too far. It hindered my comprehension of the material on more than a few occasions, which in turn made it less useful for me as a GM and less enjoyable for me as a reader. This adventure would have greatly benefitted from a glossary.

All in all I thought this was a wonderful, challenging, dramatic campaign that mature players are going to really enjoy. It’s set in an atmospheric fantasy world filled with tragedy, desperation, and corruption, wherein players get to make important, complicated decisions — and live with the consequences.  I really enjoyed Mists of Akuma: Trade War.


SPOILERS

 

Be warned! The following section contains information on the plot and component adventures of Trade War. If you don’t want any spoilers, stop reading!

Trade War‘s metaplot involves an ancient necromancer called the Pale Master, whose minions are working to bring him back into the world of the living. Fortunately for the world of Soburin, a powerful figure (who I won’t mention by name to prevent too many spoilers) has foreseen the return of the Pale Master and set events into motion that they hope will allow the people of Soburin to have a future. It’s the machinations of both the Pale Master and this other figure that drive the events of the Trade War adventure path. Set amongst this turmoil is a variety of other groups and factions which become embroiled in the growing conflict, either as allies, enemies, minions, pawns, or victims. PCs will have the chance to interact with members of all of the above mentioned groups on multiple occasions and forge relationships with them as they see fit (for good or ill).

Throughout this adventure PCs will face off against scheming humanoids, dark magic, ancient evil, corrupting fog, terrifying oni, powerful demons, unquiet spirits, animated dead, ninja, samurai, dragons, and even the undead army of a necromancer.

Trade War begins with Scourge of Robai Shita Temple, an adventure for third level characters. Tasked by a bengoshi to investigate the village of Shibai, PCs will need to determine why the village —  which was mystically protected from the Mists of Akuma — has suddenly become overrun by the mists, the monsters that stalk within it, and a powerful wind demon named Fukō. This mystery is fun and pretty free-form, although I think having a bengoshi give your PCs their task is unnecessary. The various NPCs (or even just the events of this adventures) could have motivated the PCs just as easily. I particularly enjoyed the interactions with another group hired to protect the town, the boisterous Mubō Brothers. My only complaint is that there are a lot of battles with tsukumogami in this one (a bit too many, in my opinion).

From there your PCs travel East over the course of the winter, having a variety of adventures on their journey. Some important events in the adventure path are foreshadowed with social encounters, which was nice to see, and important rumours are already flying. I particularly enjoyed the encounters with the elemental oni Kumo-Rui, an ice-themed spider-like monster who has brought about an unnaturally cold winter. In this section the PCs also meet another bengoshi, Akia the Iron Shell, who tasks them with tracking down an oni-touched sorcerer who has formed his own cult and bringing her anything of value in his possession. This task is trickier than it seems, continuing on into the next adventure, Feud Primordial. It should be noted that the inclusion of Akia the Iron Shell is one I support, as she is important to the ongoing plot line and the next adventure, and it makes sense for her to hire the PCs in order to see her goals accomplished.

Feud Primordial is intended for fifth level characters, and begins with the PCs already in the middle of tracking down a cult-leader. Unfortunately, he has way too many possessions for the PCs to easily carry, making them unable to bring everything back to Akia the Iron Shell. They need to determine what’s valuable and sell the rest. Unfortunately, turns out the object Akia most wanted — in fact the whole reason she sent you after the cult-leader — was to fetch a specific object that was valuable to her, but not actually valuable. An object PCs have either sold (most likely) or was stolen from them (less likely). Furious, the bengoshi sends your PCs back out to hunt down the missing object. This adventure leads the PCs to a town where a murderer stalks the streets, and eventually casts them as pawns locked in a power struggle between two incredibly powerful ancient beings.

After finally appeasing Akia the Iron Shell the PCs accept work as a caravan guard and travel north. Along the journey they get involved in some interesting events, my favourite of which involves a corpse-eating oni.

In time the PCs arrive in Samon, home of the Tazuki Rail Company, where they become embroiled in the events of the next adventure, Fangs of Revenge. Once again, they’re hired by a bengoshi, although this time they’re asked to investigate a growing unrest among the labourers of Samon, discover the leader of the workers growing rebellion, and put and end to their uprising before it begins. This leads to a complex web of intrigue and a large cast of interesting characters. PCs will soon discover that there’s more going on in Samon that meets the eye as they clash with shapeshifting snake-folk, and dark rituals.

Leaving Samon behind the group travels south, working as guards for two different groups at different times. By now they’re likely catching wind of a smuggling operation that’s apart of this campaigns meta-plot, although they won’t necessary understand all the movers and shakers behind it. The PCs actions will continue to affect how a few factions see them later in the campaign.

The next adventure, Curse of the Scorpion Samurai, is intended for 7th-level characters and begins when the PCs are hired by a bengoshi from Fuson prefecture to sneak into Fuson, investigate a series of grisly murders, and lay a trap for the killer using his intended victims as bait. But their enemy, the Scorpion Samurai, was once a local folk hero with a tragic past. PCs will need to be exceptionally canny to prevent the people of Shinjitsu from informing the Scorpion Samurai of their presence lest they go from the hunters to the hunted.

From Fuson prefecture the PCs take a mountainous journey at the behest of a poor woman.  Although their mission does not reach its conclusion, they do make some important discoveries related to a series of black torii gates that have been popping up throughout Soburin since the start of Trade War.

The next adventure, Yai Sovereign of Storms, is intended for 8th-level characters and takes place in a mountainous region of the GMs choosing, likely the same mountains that PCs were just travelling through. The PCs find themselves ambushed by a fearsome oni bengoshi who wants to hire them (this marks the second instance where I thought using a bengoshi quest giver was particularly important to the story). Xiqzoxix has heard of the PCs recent exploits and needs their aid to oust a powerful storm demon who usurped the throne from the previous warlord that ruled the oni city of Tsukisasu. Unfortunately, the storm demon is a hate-filled beast who gets more powerful by the day. PCs will need to sneak into the city of monsters in disguise, undo the storm demons magic circles, and defeat him before he becomes too powerful. In the end they’ll get to decide who will rule in the storm demons place — the original oni warlord or Xiqzoxix himself.

Leaving the magically hidden city of Tsukisasu behind the PCs suddenly find themselves in a forest near a newly laid rail track. In this series of connections they’ll have to battle an enemy atop a moving train, punish the oni behind the corrupted black torii gates, and discover that the various factions of Soburin are preparing for war.

Revenge of the Pale Master begins in the city of Kizaki immediately before the annual Festival of Falling Hawks. Intended for 8 – 10th level characters, this adventure once again sets the PCs on the trail of an infamous murderer. This time the murderer has come back from the dead to sacrifice six children whose relatives he tried to sacrifice in life exactly ten years ago. Although the local government has already placed three of these children in protective custody, the other three were kidnapped and need to be rescued. Except… that’s not really what’s going on at all. Haha. This adventure is full of twists, surprises, and betrayals. Whether the PCs ever figure out what’s really going on is entirely up to them. Revenge of the Pale Master is my favourite adventure in Trade War.

Which brings us to the all new finale to Trade War: Hone-Noroi Keep Ascends. In this adventure intended for 12th level characters the Pale Master’s bone tower rises from the earth and towers above Soburin, disappearing into the clouds. Undead march from the tower, the land becomes tainted, and dark magic is seen roiling in the skies. Villagers are evacuated by the government and the various factions met in this adventure path put their brewing war on hold to combat this ancient evil. The PCs may be able to ally with one or more of these armies and gain advantages (and disadvantages) based on how they treated the various groups. Some may be trusted allies, while others may be bitter enemies. Together with these armies your PCs will assault the Pale Master’s undead armies, storm the tower, ascend to the top, and defeat the Pale Master. It’s a gross and horrific gauntlet that’s packed full of challenging encounters and foul enemies. Such a great conclusion to this campaign!

Although that’s the end of the adventure path there are two more adventures in this book. Each is a short side quest intended for varying level difficulties. The first, Cursed Well of Itami, is best played at 5th level, and fits well between Feud Primordial and Fangs of Revenge. In it the PCs find themselves in a village whose well has been corrupted and now holds only blood and other vile substances. PCs need to descend into the well — and the hidden chambers connected to it — in order to cleanse the well and save the town. The second adventure, which is my favourite of the side quests, is Golden Carp. Intended for 7th-level characters, this adventure fits well between either Fangs of Revenge and Curse of the Scorpion Samurai or between Curse of the Scorpion Samurai and Yai Sovereign of Storms. In this adventure the PCs find a magical golden carp who begs them to prevent a noblewoman from catching him in her fishing net. If they choose to save the little fish from the woman — who’s actually an oni in disguise — they discover it is a powerful dragon on a pilgrimage back to its home. The dragon must undertake the journey in the humble form of a carp once every century in order to maintain is powers. They’ll need to protect the fish on it’s trip up to it’s mountain shrine without physically interfering in its journey.

Which brings us to the end of Mists of Akuma: Trade War!

Thanks for joining us today. I hope you enjoyed checking out the dark fantasy world of Mists of Akuma as much as I have.

Jessica

Tails of Equestria: Plenty More Adventure

Tails of Equestria, a family friendly RPG based on the incredibly popular My Little Pony: Friendship is Magic, recently announced the release of two new adventures.

The Haunting of Equestria is the fourth adventure in the Tails of Equestria line. This spooky adventure is intended for characters between levels 5 and 10, and is the most difficult adventure they’ve published. Already out in the UK, this book is scheduled for release in North America in August.

Filly Sized Follys is the fifth adventure in the Tails of Equestria line though its release date is currently unannounced. This adventure contains three separate short adventures that focus on helping ponies in need and embracing the magic of friendship. The stories in this volume are intended for characters between levels 2 and 5.

My kids adore Tails of Equestria, and I’ve constantly been impressed with their well written, creative, enjoyable adventures. It’s a really great, high-quality kids RPG and we are thrilled to hear there’s more adventures coming this year.

For more information on Tails of Equestria check out this blog post, or read about our experiences playing through another Tails of Equestria adventure the Pet Predicament.

Jessica

March New Releases

March is here, and with a bunch of new Pathfinder and Starfinder products. Considering the awesome releases last month — including the launch of two new Adventure Paths with Starfinder’s Firestarters (Dawn of Flame 1 of 6) and Pathfinder’s final first edition Adventure Path: The Dead Roads (Tyrant’s Grasp 1 of 6) — this month has a lot of live up to!

Pathfinder is releasing three big products in late March: Pathfinder Pawns: Return of the Runelords Pawn Collection (which is going to be awesome!), Pathfinder Adventure Path 140: Eulogy for Roslar’s Coffer (Tyrant’s Grasp 2 of 6), and Pathfinder Player Companion: Heroes of Golarion.

Starfinder is releasing only one book this month, Starfinder Adventure Path 14: Soldiers of Brass (Dawn of Flame 2 of 6). They’re also releasing the Starfinder Critical Fumble Deck, a follow up to the previously released Starfinder Critical Hit Deck.

Maps released this month include Pathfinder Flip-Mat: Wicked Dungeon, which features a mossy dungeon on one side and a lava-lit dungeon on the other, and Starfinder Flip-Mat: Warship.

Pathfinder Society Scenarios released at the end of this month include #10-16: What the Helms Hide (a set of four quests for Tier 1-5 written by Calder CaDavid, Lysle Kapp, Kendra Leigh Speedling, and Nate Wright) and #10-17: On Sevefinger’s Sails (a Tier 7-11 scenario that takes place in the Gloomspires and is written by Tom Phillips).

Starfinder Society Scenarios released at the end of this month include #1-34: Heart of the Foe (a Tier 3-6 scenario written by Nicholas Wasko which continues the Scoured Stars storyline and involves the history of the menacing jinsil) and #1-35: Rasheen’s Riches (a Tier 5-8 scenario written by Mara Lynn Butler that has the Faction (Acquisitives) tag).

One final thing to mention, last month marked the release of the massive Mists of Akuma campaign: Trade War. You can expect to see a review of this political-Eastern Fantasy–noir-steampunk adventure for 5th edition Dungeons and Dragons in the coming week.

Enjoy!

Jessica

Pathfinder Second Edition Releases Unveiled!

Paizo Inc. has announced the launch of the second edition of the Pathfinder Roleplaying Game on August 1st, 2019! With over nine releases in August and more to come the following month, Pathfinder Second Edition is scheduled to launch with a BANG!

“The launch slate provides everything you need to set out on a world of limitless fantasy adventure,” said Paizo Publisher Erik Mona. “With more than 20 years of active development and playtest feedback from more than 125,000 gamers, the new Pathfinder rules are easy to learn and exciting to master. We can’t wait to see the diverse and deeply customized characters the RPG community will create!”

Pathfinder Second Edition Core Rulebook
Pathfinder 2e: Core Rulebook

Pathfinder Second Edition is releasing three major hardcover rulebooks right from the start: Core Rulebook, Bestiary, and Lost Omens World Guide. The Core Rulebook is THE BOOK. The one you need no matter who you are and what role you take at a gaming table. Packed full of all the rules players and Game Masters need to play Pathfinder Second Edition, create characters, and run games, the Core Rulebook is a must have. Said to contain streamlined rules and intuitive presentation, Pathfinder Second Edition features the same deep character customizations we all love, allowing for unique characters and boundless creativity. Weighing in at an impressive 640 pages, the Core Rulebook contains game rules, advice, characters options, treasure, and more. There’s six ancestries to choose from (elf, dwarf, gnome, goblin, halfling, and human, as well as the variant human half-elf and half-orc), twelve classes (alchemist, barbarian, bard, champion, cleric, druid, fighter, monk, ranger, rogue, sorcerer, and wizard), thirty backgrounds (such as apprentice, bartender, and soldier), and hundred of spells, feats, and other character options. The hardcover will sell for $59.99 American, while the deluxe hardcover (bound in faux leather with metallic deboss cover elements and a bound-in ribbon bookmark) will sell for $79.99 American.

Pathfinder Second Edition Bestiary
Pathfinder 2e: Bestiary

Bestiary is packed with around 400 monsters spread over 360 pages. This means that not every monster will get its own page and artwork, although there’s said to be full-colour illustrations on nearly every page. While statistics will fill the pages, sidebars are going to contain lore. In Bestiary you’ll also find the always handy Universal Monster Rules, guidelines for awarding treasure, and a variety of monster lists sorted by different qualities (like level, type, and rarity). Many of the creatures in the Bestiary will be familiar, but new creatures are also included (like the “living-nightmare nilith and the three-headed mutoli”). The hardcover Bestiary will sell for $49.99 while the Deluxe Hardcover will sell for $69.99 (bound in faux leather with metallic deboss cover elements and a bound-in ribbon bookmark).

Pathfinder Second Edition Lost Omens World Guide
Pathfinder 2e: Lost Omens World Guide

Lost Omens World Guide is basically the new Inner Sea World Guide, with ‘Lost Omens’ being the new name for the Golarion campaign setting. This 136-page hardcover book sorts the Inner Sea into ten regions, and talks about each one. ‘The Saga Lands,’ for example, is a region which encompasses the Lands of the Linnorm Kings, Varisia, New Thassilon, Irrisen, and the Realm of the Mammoth Lords. Each region also contains backgrounds and archetypes thematically tied to the region. Finally, the Lost Omens World Guide contains a giant, two-sided, fully-detailed, poster map of Golarion. Let me repeat that: of Golarion, not the Inner Sea. Awesome! Want to know more about Tian Xia, Casmaron, and other areas outside the Inner Sea? You’ll have to wait — but hopefully not for too long. Lost Omens World Guide is the first book in the Pathfinder World Guide line, which will continue to release region specific books (like those currently in the Pathfinder Campaign Setting line) in a larger, hardcover format, to allow for greater exploration of the world of Golarion. Lost Omens World Guide is $36.99.

In addition to important rulebooks, Paizo is releasing two print adventures: Hellknight Hill, and The Fall of Plaguestone.

Pathfinder Second Edition - Hellknight Hill (Ages of Ashes 1 of 6)
Pathfinder 2e Adventure Path: Hellknight Hill (Age of Ashes 1 of 6)

Age of Ashes is a six-part, monthly adventure path that begins with book one: Hellknight Hill. Said to contain “continent-spanning conflict against cultists, slavers, and a fiery draconic devastation that could unleash an Age of Ashes upon the world,” this is sure to be an exciting campaign! Set in Isger, Hellknight Hill begins when your PCs investigate mysterious fires which burn atop “the towers of a nearby citadel long ago abandoned by an order of Hellknights.” Written by Amanda Hamon for first level characters, Hellknight Hill will also contain a gazetteer on the town of Breechill (the starting location for this campaign), a GM guide Age of Ashes, new magic items, and over six new monsters. Hellknight Hill (and presumably all the follow-up adventure path volumes) will sell for $24.99.

The Fall of Plaguestone is a 64-page standalone adventure for first-level characters written by Paizo Director of Game Design Jason Bulmahn. Beginning with the PCs attempting to solve the murder of a friend, this adventure soon spirals out of control with the “discovery of forbidden alchemy, mutant animals, and a nearby forest rotting away due to a mysterious blight.” Ominous! The Fall of Plaguestone features wilderness exploration, dungeon encounters, and urban mystery. In addition to the adventure itself, The Fall of Plaguestone (and every Pathfinder Adventure to follow) includes new monsters, treasures, and player options. The Fall of Plaguestone is $24.99. Launching alongside this adventure is Pathfinder Flip-Mat: The Fall of Plaguestone which depicts the “hillside hideout of an evil alchemist.” The Flip-Mat measures 24″ x 30″ unfolded, 8″ x 10″ folded, and can handle dry erase, wet erase, and permanent marker. It costs $14.99.

Paizo is partnering with the awesome folks over at Dwarven Forge to release a deluxe set of pieces which will allow you to create encounter areas from The Fall of Plaguestone! Which is amazing, by the way. If you haven’t seen any of the Dwarven Forge terrain you should definitely check it out. They make gorgeous 3D terrain and map components, although be warned: it’s expensive!

Finally, Paizo is releasing five other accessories for Second Edition. First up? A GM screen! Featuring beautiful artwork on one side and handy charts, tables, and information on the other side, these high-quality screens are really useful. Available in a landscape style with art by Ekaterina Burmak, or in a portrait style with art of the Iconics by Wayne Reynolds, GM Screens are $19.99.

Up next? Pathfinder Combat Pad, which is basically a double-sided, magnetic, dry and wet erase board that functions as an initiative tracker. It comes with two sheets of magnets, which break down into 13 blue player character magnets, 13 red enemy magnets, 9 green NPC magnets, two round arrows, two turn arrows, and two next round magnets. Pathfinder Combat Pad sells for $24.99.

Pathfinder Character Sheet Pack is a set of class-specific, double sided, black and white character sheets. This set contains one character sheet for each of the twelve classes, as well as extra sheets for equipment and spells. The character sheets come in a folder and costs $14.99.

Finally, my favourite of the accessories, Pathfinder Condition Card Deck! I adore condition cards. I use them all the time in both Pathfinder and Starfinder, so I’m thrilled that they’re releasing a set for Pathfinder Second Edition right out of the gate. This 110 card deck of full-colour cards contains details and rules on the many Conditions in Pathfinder Second Edition, with the most common conditions having multiple cards. Pathfinder Condition Card Deck costs $22.99.

In addition to these awesome products, the Pathfinder Society Organized Play program will release two scenarios and a short quest every month!

For more information on Pathfinder Second Edition, it’s products, and to preorder, head over to PathfinderSecondEdition.com

I can’t wait to see how Pathfinder Second Edition turns out! (Now, if only I had the funds to buy some of it…). What are you most excited for about Pathfinder Second Edition? Let me know in the comments.

Jessica


UPDATE: Pathfinder Second Edition is now out! Click here for more information!

Pathfinder Society Scenarios: Debt to the Quah and Tapestry’s Trial

Today we’re going to take a look at two of the most recent Pathfinder Society Scenarios that are currently available for purchase, and let you know we thought. Although you’ll find references to events in each that I liked or disliked, and comments about specific characters, these scenarios are not explored in detail. It’s not my intention to spoil the events in these scenarios, or give summaries and full reviews, but to share my opinions and provide recommendations. That said, if you want to avoid even minor spoilers I recommend you check out a different article. Whether you intend to use them in home games of the Pathfinder Roleplaying Game, sanctioned scenarios for use with the Pathfinder Society Organized Play, or just want to read a nifty new adventure, we’ve got you covered! So let’s get cracking!

10-14 - Debt to the QuahPathfinder Society Scenario #10-14: Debt to the Quah is a Tier 3-7 adventure written by Adrian Ng. It takes place in Varisia’s Storval Plateau, in a sepulchre along the Muschkal River, and heavily features the Shoanti people and their culture. For more information on Varisia, the Storval Plateau, and the Shoanti, check out Pathfinder Campaign Setting: Inner Sea World GuidePathfinder Player Companion: Varisia, Birthplace of Legends, and Pathfinder Adventure Path 10: A History of Ashes (Curse of the Crimson Throne book 4 of 6). Debt to the Quah features creatures from Pathfinder Roleplaying Game: BestiaryBestiary 3Monster Codex, and Pathfinder Campaign Setting: Occult Bestiary (although all of the necessary stat blocks are included within the scenario). In addition to the Pathfinder Core Rulebook it utilizes content from the GameMastery Guide  and Ultimate Equipment, and heavily uses the influence subsystem from Ultimate Intrigue. The influence subsystems and all of its relevant rules are included in an easy to understand Appendix at the back of this scenario. Finally, Debt to the Quah makes use of one map: Pathfinder Flip-Mat Classics: Dungeon.

Recently the Shoanti people of the Storval Plateau were angered by the actions of the Pathfinder Society, when an over-enthusiastic Pathfinder raided and destroyed an important Shoanti burial ground — and then passed it off as Thassilonian. Angered (with reason) at the actions of this Pathfinder many Shoanti are calling for the expulsion of the Pathfinder Society from their lands (or worse!). This adventure tasks the PCs with attending a Shoanti council where they will need to return the grave goods taken from the site, and attempt to salvage what they can of the relationship between the Pathfinder Society and the representatives from the various Shoanti Quahs. More specifically, their goal is to earn a chance to fix the damage that has been done to the ancient Shoanti sepulchre, and make what reparations they can. This scenario doesn’t continue any ongoing storylines and isn’t connected to any factions. If you’ve got any characters who have played a PFS scenario involving the Shoanti people (such as #4-06: The Green Market, #8-22: Wrath of the Fleshwarped Queen, or #8-23: Graves of Crystalmaw Pass), now is a good time to play them. In addition, characters with other connections to the Shoanti, characters who have a respect for foreign cultures and history, and characters who are diplomatic, will all find something to be excited about in this scenario. Reckless, destructive, and rude characters are not going to excel in this adventure.

Michele Giorgi-Sklar
Kemchet Flame Stoker, chosen representative of the Sklar-Quah (Sun Clan). Illustrated by Michele Giorgi. Art courtesy of Paizo Inc.

First off: I love the premise of this scenario! As a student (once upon a time) of anthropology and archaeology, I adore any adventure that goes out of its way to add some semblance of reality to Pathfinder excavations. So, cleaning up after some shoddy treasure hunter? Sign me up! In addition, the Shoanti are one of my very favourite ethnic groups in the world of Golarion, so getting both in one adventure had me more than a little excited. Putting aside my biases, this is a really fun adventure. It has some useful handouts, lots of nice art, and an interesting cast of NPCs. Influencing the clans at the council meeting was both enjoyable and rewarding, but could be difficult for some GMs to run. It features seven important NPCs (Payah Against the Winds, Cousin to All, Kemchet Flame Stoker, Lake at Dawn, Memory Tender, Rollicks in Waves, and Togimal in Shadow), each of whom has their own personality, values, and pet peeves. This could get confusing for GMs and players alike. However, with some prep work (or great improv) this scene is going to be tense and exciting — a lot’s riding on it, after all! Repairing the tomb and the devastation wreaked there was very enjoyable for me, and the more… talkative inhabitant of the sepulchre was a really nice touch! The final encounter is quite a challenge, both for the participants synergy and for the encounter context. This battle is likely to cause some PCs to hesitate or stress, which leads to one of my only issues with this scenario. However, my relatively vague comments on it are heavier on the spoilers than I typically share, so if that makes you nervous skip the next paragraph.

If something is meant to be in a tomb that you’re restoring, but that something is hazardous to you, should you preserve it or destroy it? A nice dilemma! Unfortunately, this scenario doesn’t embrace that conundrum and has no notes on what should be done if PCs attempt to circumvent it instead of using more destructive methods. A bit of a missed opportunity, I think. Now, most groups will have no such qualms and leap into the encounter without issue, but for those groups who do show professional restraint, their hesitation could prove their undoing, and cause this nice challenging encounter to be too difficult. I’m curious to hear how this shakes out in play!

Overall, I really enjoyed the topic, content, and execution of this adventure. It’s right up my alley, and I can’t wait to play it. I give it four out of five stars.

10-15 - Tapestry's TrialPathfinder Society Scenario #10-15: Tapestry’s Trial is a Tier 7-11 adventure written by Alex Greenshields. It takes place in Axis, a lawfully aligned plane. For more information on Axis and its denizens check out Pathfinder Campaign Setting: Inner Sea World Guide and Pathfinder Roleplaying Game: Planar Adventures. Tapestry’s Trial features creatures and templates from Pathfinder Roleplaying Game: BestiaryBestiary 2Bestiary 5, and Monster Codex (although all of the necessary stat blocks are included within the scenario) and utilizes the Pathfinder Flip-Mat: MuseumGamemastery Map Pack: Magic Academy, and might also use a blank flip-mat. In addition to the Pathfinder Core Rulebook, this scenario includes content from the Advanced Player’s GuideUltimate Magic, and Pathfinder Player Companion: Heroes of Golarion (although Heroes of Golarion  is not needed to run this scenario). This mission is not directly related to any Pathfinder Society factions, although thematically it aligns well with members of the Grand Lodge and Dark Archives.

This adventure tasks the PCs with travelling to Axis, finding the legendary sorceress Hao Jin, and attaining her help in repairing the Hao Jin tapestry, a powerful artifact and demiplane used by the Pathfinder Society for a whopping seven seasons of play.  This scenario continues the ongoing saga of the Hao Jin Tapestry, and any characters who have interacted with the Hao Jin Tapestry — particularly those who helped attain, defend, or protect it — will have ample reason to get involved in this scenario. It’s also a direct continuation of events from Pathfinder Society Scenario Special #10-00: Hao Jin Cataclysm, and Scenarios #10-11: The Hao Jin Hierophant and #10-13: Fragments of Antiquity. Although I won’t get into the reasons why (to avoid spoilers), characters who were involved in any of the following scenarios will find a familiar face/event or two seen/mentioned: #4-16: The Fabric of Reality, #5-09: The Traitor’s Lodge, #6-98: Serpent’s Rise, #7-09: The Blakros Connection, and #7-23: Abducted in Aether.  I highly recommend you bring along such characters (although not necessarily more than those who have an interest in Hao Jin and her tapestry). Finally, any worshippers of Abadar, Brigh, Chaldira Zuzaristan, and Pharasma will have a chance to visit or glimpse their god’s domain throughout the course of this scenario, which can be an awesome and fulfilling character moment.

Leonardo Santanna-TheMaker
The Maker, an eccentric kolyarut from #10-15: Tapestry’s Trial. Illustrated by Leonardo Santanna. Art courtesy of Paizo Inc.

Planar adventures are tricky. Players need to feel like they’re someplace totally different — a whole other world — but not so much that it hinders play. NPCs need to be extra memorable, locations need to be extra unique, and through it all you need to try to distill a whole planar environment into a short amount of time and a few encounters. Players want to experience a plane — after all, it’s likely they’ll only go there once! This scenario does an awesome job of showcasing Axis. The place is at once understandable and completely alien, with cool environments, and a lot of fun NPCs. And by a lot, I mean a lot! There’s a whopping nine new NPCs to interact with. I really enjoyed the various social interactions, particularly the entire final sequence of events. Many of these social interactions and encounters have unexpected effects and consequences, some of which will even have effect past the end of this scenario (which is always a treat!). Of the various locations you can visit I particularly enjoyed The Floating Library, not only for its contents and librarian, but also for the view. PCs can literally see a few domains of the gods from this vantage point, which is a really nice moment. Although social encounters and big decisions are the major focus of this scenario, it’s not without its combats. Chaotic and unlucky groups could have as many as four combat encounters (or more if they continue to attract the ‘law enforcement’ of Axis), while other groups will have as few as one combat encounter. The battles that are included are enjoyable, and all have extra considerations and complications for player’s take into account, which is a really nice touch. Overall, I love this scenario. I think it’s going to be a satisfying, exciting experience, that has a lot of cool moments, and ramifications for further scenarios. I give it five out of five stars.

Thanks for joining us today. Tune in later this week for a look at this month’s new d20 releases!

Jessica

 

Starfinder Society Scenarios: Acts of Association and Data Breach

Today we’re going to take a look at the two most recent Starfinder Society Scenarios that are currently available for purchase, and let you know we thought. Although you’ll find references to events in each that I liked or disliked, and comments about specific characters, these scenarios are not explored in detail. It’s not my intention to spoil the events in these scenarios, or give summaries and full reviews, but to share my opinions and provide recommendations. That said, if you want to avoid even minor spoilers I recommend you check out a different article. Whether you intend to use them in home games of the Starfinder Roleplaying Game, sanctioned scenarios for use with the Starfinder Society Organized Play, or just want to read a nifty new adventure, we’ve got you covered! So sit back, and get ready to explore the Pact Worlds!

SFS 1-32 - Acts of Association by Scott YoungStarfinder Society Scenario #1-32: Acts of Association  is a Tier 1-4 repeatable adventure written by Scott Young. It takes place on Absalom Station, and tasks the PCs with taking a visiting dignitary a tour of the space station. This scenario features the repeatable tag, meaning it can be played once per character instead of once per player. It doesn’t directly continue any ongoing storylines, although it does build off of previous events. The Scoured Stars Invasion has come to an end, and the Starfinder Society has begun to rebuild their once stellar reputation. Acts of Association does not feature starship combat. It makes use of Starfinder Flip-Mat: Urban SprawlStarfinder Flip-Mat: Jungle WorldStarfinder Flip-Mat: CantinaStarfinder Flip-Mat: Starship, and Starfinder Flip-Mat: Space Station. A lot, I know, but you won’t need all of them at the same time. Some of the events in this scenario are randomly determined, so you’re going to need three or four of the flip-mats depending on which events you roll. Acts of Association makes use of the Starfinder Core RulebookArmoryAlien Archive, and Alien Archive 2. All of the necessary stat blocks are included in this scenario, although one randomly altered stat block allows GMs to apply select race grafts onto it (if desired), which are found in Alien Archive and Alien Archive 2. These grafts are not included in the scenario and are entirely optional. This scenario features only one returning character, Chiskisk, who was previously featured in the Dead Suns Adventure Path and Starfinder Scenario #1-25: Beacon Code Dilemma. There’s no specific boons you should slot for this scenario, nor are any factions invested in this mission more than the others. However, thematically it fits well with members of the Acquisitives and Wayfinders factions.

Acts of Association begins in Absalom Station’s Lorespire Complex, base of the Starfinder SocietyWith the Scoured Stars Incident behind them and some prominent successes under their belt, the Starfinder Society is seeking to expand its influence back into Near Space and the Vast. To that end they’ve entered into negotiations with a variety of distant civilizations in order to acquire exploration rights in their territories.  Many ambassadors and dignitaries have made the journey to Absalom to negotiate with the Starfinder Society, and one of them needs a break. They want a tour of Absalom Station. That’s right! Chiskisk is calling on your PCs to act as tour guides. Although it may sound mundane, this is actually a pretty important. They’ll need to take the dignitary to multiple locations, ensure they are safe and entertained, all while making a good impression of the Starfinder Society. As a repeatable scenario, this adventure has some randomized elements to it. There’s a series of seven different pre-made dignitaries, as well as an eighth dignitary which is created entirely by the GM. In addition, each dignitary has randomized personality traits, values, taboos, and attractions they want to see. These attractions will determine the locations your PCs visit.

Emissary
Emissary DV8, one of the potential dignitaries you could meet in Starfinder Society Scenario #1-32: Acts of Association. Art courtesy of Paizo Inc.

I really enjoy the pre-made dignitaries and the random personality traits. They’re all unique, memorable, and are going to be great fun to interact with. As a lot of this scenario involves social interactions, playing the scenario through with different dignitaries will make each play through unique. As an added bonus, playing through the scenario with the same dignitary can also have its own surprises, as they may not be the same person or value the same things the second time through. I enjoyed the rather mundane tourism destinations that all seem to go awry — either this poor dignitary has the worst luck or Absalom Station is the worst place to go on vacation! There’s a lot of opportunity for clever use of skill checks and combat, and how you handle each situation can affect what the dignitary thinks of you — although how it affects them depends entirely on your actions and their personality traits. Their outlook matters, and you can’t just leave all the social interactions to your most charismatic PC — which is great! The downside to all this randomness is how loosely scripted the social interactions are. The reactions of the dignitaries is entirely up to the GM to determine (based on their randomly rolled traits), which puts a lot of work into the GMs hands — particularly when you take into account how much of this scenario is social interactions. It’s definitely going to take some prep work or some great improv. Still, in the hands of a decent GM Acts of Association is going to be a lot of fun and really memorable. Another minor downside is the number of attraction options. There’s only six locations, and on each playthrough the dignitary will want to visit four of them. That means that on your second playthrough you’ll already have some overlap. That said, it’s more variable than the other repeatable scenarios out there, so I think it’s going to be a popular one. Acts of Association has some nice player handouts — dossiers on each of the dignitaries (although you’ll only get one on a playthrough). Unfortunately, one has a typo. After labelling one of the dignitaries preferred pronouns He/him he’s referred to as she/her throughout the rest of the dossier. Overall, I think it’s a really fun scenario that’s sure to create some memorable moments when run by any GM willing to embrace the roleplaying and social interactions. I give it four out of five stars.

#1-33: Data BreachStarfinder Society Scenario #1-33: Data Breach is a Tier 3-6 adventure written by Jim Groves. It takes place on the edge of the city of Cuvacara on the planet Verces where you’re tasked with breaking into a secure facility and stealing classified data. For more information on Cuvacara you can check out Starfinder Adventure Path 11: The Penumbra Protocol (Signal of Screams 2 of 3) and for more information on Verces you can check out Starfinder Pact Worlds or the Starfinder Core Rulebook. This scenario features the Faction (Dataphiles) tag and is of particular importance to members of that faction. This scenario does not have starship combat and utilizes a single full-page custom map.  It makes use of the Starfinder Core RulebookStarfinder Armory, and Starfinder Pact Worlds. It features creatures from Alien Archive, and a variant of a creature first introduced in Starfinder Adventure Path 2: Temple of the Twelve (Dead Suns 2 of 6). All of the necessary stat blocks are included in the scenario itself.

Hira Lanzio
Hira Lanzio from #1-33: Data Breach. Art courtesy of Paizo Inc.

Data Breach continues an ongoing storyline that began in #1-07: The Solar Sortie and continued in #1-14: Star Sugar Heartlove!!! I highly recommend playing those two scenarios before this one, although it’s not necessary. It’s also assumed that #1-99: The Scoured Stars Invasion has taken place, although that has little effect on this scenario for players. If you have the ‘Tip of the Conspiracy’ ally boon from Star Sugar Heartlove!!! now’s the time to slot it. The events in this ongoing storyline are sure to continue on in future scenarios, including the upcoming #1-38: The Many Minds of Historia. Recurring characters in this scenario include Historia-7, leader of the Dataphiles, Hira Lanzio, a mysterious businessman first introduced in #1-14: Star Sugar Heartlove!!!, and a cameo from Venture Captain Naiaj. New characters introduced include Xatina Marcos of the Stewards, and two Dataphile technicians, Kaizel and Xarafo. It should be noted that Computer and Engineering skills are integral to this scenario, so select your characters wisely. It’s important to ensure your team has at least one tech-savvy character (preferably more than one!). If you don’t, slot one of the ‘Hireling Access’ boons. You’re gonna need it!

Data Breach begins in Absalom Station, where players are tasked with breaking into a secure facility on Verces and obtaining all the information they can from the site. Although there’s good reason for this heist, I won’t get into the details of it here, as it involves mild spoilers from some previous scenarios. Rest assured: it’s important! Before heading off on their mission the Starfinders have a chance to question a prisoner being detained by the Stewards at their base of Absalom Station, Bastion, and potentially uncover more information on the facility and its defences. From there we head right to Verces and the infiltration of the top-secret facility. Admittedly, computers and hacking aren’t my favourite parts of Starfinder. But, that said, I love a good heist. So I wasn’t sure how much I would enjoy this scenario. Turns out, I loved it! I really like the mission premise and its importance to the overarching events of this season. I like the complex itself, it’s set up, and it’s defences. I really enjoyed that many of your actions as players can have consequences in this one (including past the end of the scenario), which aren’t always immediately obvious. It was nice subtlety. Although it isn’t the major focus of the scenario, I liked the opportunity for social encounters at the beginning and end of the mission. The battles were complex and layered, particularly the final combat, which is going to be a really nice challenge. All in all, I think Data Breach is a great, guilt-free romp that I think a lot of players are going to enjoy. I give it four out of five stars. (Although, if you particularly enjoy computers, hacking, and intel-themed missions, consider it a five!)

Thanks for joining us today. We’ll see you again soon when we take a look at the newest Pathfinder Society Scenarios.

Jessica