Shackled City: Part Eight: Reunion

Welcome back to Cauldron, home of the The Shackled City Adventure Path! When we last left off our heroic musicians were investigating a series of missing person cases which recently culminated in the abduction of four children from a local orphanage. Fate led to our characters taking the rescue of these people upon themselves! Although they’ve defeated the kidnappers, and rescued the children, there’s plenty of other missing citizens of Cauldron to save. And their captors? Slavers! They’ll have to work fast if they want to save their fellow citizens before they’re sold!

If none of this sounds familiar you can read this blog post, which details our characters, or continue on with this article to hear a quick summary and jump right into the action! You can also check out our previous adventures in Shackled City: Part OneShackled City: Part Two: A Mystery!Shackled City: Part Three: Jzadirune, Shackled City: Part Four: Enter the Malachite Fortress, Shackled City: Part Five: This Place is the Pits!, Shackled City: Part Six: Kazmojen, and Shackled City: Part Seven: Bad Luck.

The Shackled City Adventure Path is available for purchase in its entirety here. The first volume, Life’s Bazaar, is available for purchase here.

shackled city adventure path d20diaries
The Shackled City Adventure Path is a 3.5 Dungeons and Dragons Adventure originally printed in Dungeon Magazine by Paizo Publishing.

The Heroes

Our eccentric heroes are all members of ‘Dinorabbit,’ a musical band that changes its name frequently and was most previously known as ‘Boople Snoot.’ The band’s lead singer and song-writer is Falco Rhiavadi, a foppish noble bastard of mixed Tien descent whose father was devoured by a dragon when Falco was just a boy. A well-groomed, handsome man with an easy smile and a winning personality, Falco’s a black sheep among his family. Mechanically, Falco is an oracle of life whose familiar is a jealous and demanding thrush named Ruby. Falco is played by my husband.

Mick Frimfrocket is a gnome with dark blue skin, bright pink hair that stands straight up on his head, and light blue eyes with flecks of red around his pupils. He’s energetic, bold, and loves nothing more than a good laugh! Mick acts as the band’s pianist and creative director. He’s the driving force behind the band’s constant name changes, and over-the-top performances. Mick was born in the gnomish enclave of Jzadirune but was brought to the city of Cauldron to escape the Vanishing. Orphaned by the mysterious events and with few memories of those early years, Mick was raised in the Lantern Street Orphanage — the very same orphanage that recently had four children kidnpapped right from their beds! Determined to save those little scamps, Mick was very excited to take up this missing person’s case and follow it to its conclusion — particularly when he realized that it led through his one-time home. Mechanically Mick is a monk / bard (prankster) who attacks with wild kicks while playing his piano in battle. Partway through exploring Jzadirune he came into possession of a broken magical construct. He’s played by my seven-year old son.

Rabbity Castalle is a rabbitfolk waitress who works at the Tipped Tankard Tavern. A dancer and singer for the band Dinorabbit, Rabbity also has a pet panther named Panthy. She’s lucky, nimble, and quick, but a little skittish. One of her co-workers is one of the people who was recently abducted, so she’s very keen to solve this mystery and return him home. Rabbity is a hydrokineticist played by my six-year old daughter, using the rabbitfolk race. Rabbitfolk are a Pathfinder Compatible race created by my daughter (with some help) which will soon be published in the upcoming Realms of Atrothia: Primary Expansion by Sunburst Games (Kickstarter coming in February!). Rabbity recently ‘befriended’ (she thinks) a vicious howler named Prickles. What could go wrong?!

The final member of our party is Aeris Caldyra, a local locksmith who was cajoled by her roommate, Rabbity, to join the band as a percussionist and set designer. With few friends to call her own, Aeris relented to the rabbitfolk’s request and is the least talented member of the band. The last worshipper of Alseta in Cauldron, with more than a few secrets and regrets, Aeris is a suli bloodrager with a chip on her shoulder. Always one to lend a hand, like her Grandfather Marzio once would have done, Aeris is determined to rescue the missing citizens of Cauldron. Aeris is my character for the Shackled City Adventure Path.

Although that’s the last of our PCs, that’s not the last of our party. The members of Dinorabbit are also travelling with a half-orc janitor named Patch, and an ex-guard named Krylscar Endercott! Patch is a big, stuttering, fool who works at the Lantern Street Orphanage — the very same place he was raised. Patch recently got recruited to the Last Laugh Thieve’s Guild and was asked to watch over an orphan named Terrem. Unfortunately, Terrem was kidnapped on the very evening that Patch went out to meet with with the guild. Distraught over the boy’s disappearance, Patch was pressured by Falco and Mick into helping them rescue the kids. Patch has gone from a meek coward to a stalwart companion. He’s currently acting as protector of all of the citizens we’ve liberated, keeping watch over them in a secure location while our heroes continue to forge ahead.

Krylscar was abducted from Cauldron over a month ago, and was only recently freed by the team. He was found unconscious in his cell, beaten by his captors for impertinence. When they healed him they discovered Krylscar was bloodied, but far from broken. He demanded gear, equipped himself, and insisted on helping the members of Dinorabbit explore the rest of the Malachite Complex. Occasionally helpful and always reckless, Krylscar is stubborn and brave.

the team
The Team!

The Adventure

Kneeling in the wreckage of their battle, Aeris gasped for breath. She and Falco had narrowly avoided being crushed to death and devoured by a mimic disguised as a gong in a well-stocked treasure vault. The gold had not been worth it. Not to them, anyway. Their teammates may think otherwise…

“WOW! Look at all this gold!” Rabbity exclaims. “Oh, gems! I LOVE gems! Can I have them all, guys?” Without waiting for an answer, Rabbity scooped up all of the gems and jewelry, and dumped them into her bag. “Thanks!”

“There’s a lot of neat things in here, Rabbity, not just gems,” Mick remarks. He was in the process of carefully examining everything, packing it up in trunks and bags, and then giving it to his magical, half-broken, construct to carry. He had packed up weapons, armour, and plenty of gold. With a cock of his head he picked up a crumpled piece of paper. “What’s this?”

At our gaming table, I handed my son a crumpled up piece of paper. He grinned, and unscrunched it, leaving him with a wrinkled letter. More than a little pleased with this turn of events, my son studied the letter carefully, then read it out loud.

son - mick - reading the note
My son reading the mysterious letter.

Kazmojen,

There’s such a thing as being too good at your job.

Lay off taking your product from Cauldron. You’re pushing your luck. Any more get snatched and you’ll find yourself the target of jealous competitors or offended do-gooders.

Don’t say I didn’t want you.

The letter was signed with an image of a stylized bird, which Rabbity recognized as a kingfisher.

Now, my kids adore player handouts. Everyone does, I know. But, my kids really get into them. They read, re-read, and re-read again the handouts. They search for clues in everything. This letter they worried over the words, the potential meaning behind them, the kingfisher, and even any pictures hidden in the paper crinkles. They keep notes and wild theories in a notebook and go back to compare new handouts to old ones. They’re obsessed with player handouts.

Which is awesome! No handout is ever under appreciated.

So when I handed them this letter they freaked (in a good way). It was a solid ten minutes of conspiracy theories and excitement before they settled enough that we could continue the game.

letter 1

When we were finally ready we moved on, backtracking through all the hallways and rooms we’d already explored until we only had two left. The first chamber was a fine bedroom, complete with nice wooden furniture, a chain wrapped iron trunk, food, refreshments, and …. infernal guardians!

A pair of quivering, nasty mounds of flesh surged to life as soon as Aeris opened the door.

Lemures!” she shouted. “They’re resistant to damage. You’ll need to hit them really hard to have any effect.”

“Or use silver,” Falco added. He pulled out his silver holy symbol of Shelyn and passed it to Mick. “Try this.”

Aeris rushed into battle and swung her sword, but her blade struck the lemure and bounced off their flesh. Not hard enough.

Rabbity peeked into the room and launched a blast of water at one lemure. Unfortunately, she rolled low and dealt only minor damage to the foul outsider.

With a shrug, Mick followed the others into the room and tossed the holy symbol right at the wounded lemure. Capable of turning anything into a lethal weapon, Mick was pleasantly surprised to see he not only hit, but he defeated the creature! With a critical hit he took down the lemure. It shuddered, quivered, and lost its form, turning into a nasty puddle of goo before being torn back to its home plane. All that was left behind was the shining holy symbol. “Ha!” My son shouted loudly as he jumped out of his seat and danced around the living room. “Don’t mess with Mick! Yeah! Dance party! WHOO!”

Falco stepped into the room, sure to stay near the back, and cast some hexes at the remaining lemure, lowering its defences. Krylscar hurried into the room to help Aeris combat the creature in melee. The pair both managed to trike, dealing some minor damage to the devils once DR was taken into account. But, it was a kinetic blast from Rabbity that slammed into the lemure with massive force that finally brought the creature down. My daughter joined my son in their victory dance.

lemure battle - malachite fortress - shackled city
Battling lemures.

They sifted through the room but were disappointed in its contents. The trunk contained the personal effects of someone short and prone to colourful attire, and plenty of shackles and chains. Deciding it must belong to that weaselly gnome-like slave merchant who fled when they fought Kazmojen and Prickles (in Part Six: Kazmojen), they discussed whether finding his things was good or bad.

“Hmmm… If his things are here maybe he hasn’t really ran away yet,” my daughter said.

“No,” my son disagreed. “I think he was so scared he left without any of his stuff. That means that he probably left without taking anymore slaves or anything with him.”

“We should chase him in case he has my friend Griffin!” my daughter decided.

“No! We should finish looking around in here for any more slaves. And Griffin.”

My husband had to weigh in with his opinion to settle the discussion and get us moving again. We continued through the Malachite Fortress, exploring the rooms we still hadn’t checked out. There was only one. The kitchen.

Preparing themselves for anther battle, everyone drew their weapons, and drank a scavenged potion or two. There were voices inside. Two chittering goblinoid voices, and an exasperated sounding man.

“Ugh,” the man’s voice groaned. “That’s a fork. I said I needed a spoon. A BIG SPOON.”

The goblinoid voices sounded like they were arguing some more.

“Hey!” Rabbity exclaimed. “That sounds like Griffin!”

Krylscar looked at Rabbity strangely. “You know Griffin?”

“Yeah!” exclaimed Rabbity. “He works at MY work. We are friends. His fiancé has been so sad since he was kidnapped that she NEVER stops crying. It is super annoying and super sad!”

Krylscar chucked. “Griffin’s been my friend since we were kids. Used to get into all kinds of scrapes. Until he settled down with that girl of his. Never saw him much, after that.” With a grim sort of look Krylscar nodded at the door. “Let’s do this.”

Rabbity and Krylscar opened the door, both leaping through and into the kitchen in a flash. Rabbity blasted one of the goblins with a wave of water before he even had time to react, while Krylscar stabbed the second.

At the sight of a pair of dying kitchen hands Griffin Malek screamed. And screamed. And screamed.

“It’s us, it’s us!” Rabbity said to him.

“AAAAAAAHHHHH! YOU JUST BARGED IN AND KILLED PEOPLE! Oh, I’m going to be in so much trouble!”

“What are you talking about, mate?” Krylscar asked. “You’re free. You’re welcome.”

“Kryl? You’re still alive?”

“Of course!” Krylscar replied. “Thought you were dead, though.”

“No, I bargained with Kazmojen to work as a cook. It earned me warm food and a bed. Plus, he promised he wouldn’t sell me. It’s a pretty sweet deal, by the way, so I’d appreciate you guys getting out of here before you mess it up!”

Krylscar laughed. “Ah, you weasel! Always were the smart one!”

“I thought you’d be dead for sure!” Griffin replied.

Krylscar laughed some more. “Yeah, they said they’d eat me if I didn’t start behaving. I said I hoped they’d choke! HA!”

Griffin laughed for a moment, then paled. “I would have had to cook you.”

Krylscar paused, suddenly thinking it wasn’t that funny anymore…

“You don’t need to worry about Kazmojen. We killed him. And his guards,” Rabbity pointed out. “Like… lots of them.”

“Lots of them or all of them?”

“Lots!” Rabbity exclaimed happily.

“Not good enough!” Griffin replied, crossing his arms. “I’m not leaving.”

“All of them,” Falco corrected.

“Really?”

“Yes.”

The bickering continued for a while, until Griffin finally relented. “Well, alright. But if you get me killed I’ll curse you with my dying breath.”

The group met up with Patch and the other survivors. They double/triple checked the complex, then headed for the elevator. They rode it up to Jzadirune, and then continued, walking through the confusing tangle of hallways and rough tunnels, until they arrived in Keygan Ghelve’s home. With a wave of her hands, Rabbity opened the door, revealing the bright red sun, rising over Cauldron.

The prisoners shielded their eyes. Some wept, some cheered, and some stood stunned. The saddest amongst them were still in shock.

“Welcome home!” Rabbity exclaimed

With shaky, hesitant steps, the prisoners returned to the streets of Cauldron.

We wrapped up there and my kids hopped out of their chairs, dancing and jumping and singing in triumph. We had just completed ‘Life’s Bazaar,’ book one of the Shackled City Adventure Path. Reason to celebrate! Plus? They honestly felt like heroes.

“This was great, Mom!” my son said.

“Yeah, what’s next?” my daughter asked.

“Oh, you’ll have to wait and see,” I told them. “But you should give some thought to what you want to do over the next few days or weeks in Cauldron. Think about it, so you’re ready for the next time we play.”

“Okay!” they shouted. As they started chattering over their plans, my husband grinned.

“XP?”

Yes, you all get a level up.”

Cue the victory dance from my children.

We had a ton of fun playing ‘Life’s Bazaar.’ Next session we’re slowing things down a bit, and doing some roleplaying in Cauldron, before launching into the next chapter of the Shackled City Adventure Path: Drakthar’s Way.

Wish us luck!

Jessica

life's bazaar d20diaries shackled city beholder
Life’s Bazaar is the first adventure in the Shackled City Adventure Path.

Behind the Screen

The Shackled City Adventure Path is a difficult to get your hands on adventure path published in eleven separate Dungeon Magazines, or available in hardcover from Amazon here or from Paizo Publishing’s website here. The first adventure, Life’s Bazaar is available in Dungeon Magazine #97 from Paizo Publishing’s website here.

Despite being a 3.5 Dungeons and Dragons Adventure Path, we’re running this campaign with Pathfinder (both the campaign setting and the ruleset). Our characters utilize content from many sources, some of which are listed below.

The shaman and the bloodrager classes, as well as the bloodrager archetype spelleater, can all be found in the Advanced Class Guide. The urban bloodrager archetype can be found in Heroes of the Streets. The Kineticist class can be found in Occult Adventures. The monk and bard are base classes found in the Pathfinder Roleplaying Game: Core Rulebook (or in a convenient travel-sized edition: Core Rulebook (Pocket Edition)  while the prankster archetype for bards can be found in the Advanced Race Guide.

Ghosts of Saltmarsh and the Sinister Silver Edition!

The newest issue of Dragon+ is out, and with it details on the next D&D hardcover adventure book: Ghosts of Saltmarsh! Due out May 21, Ghosts of Saltmarsh is a collection of seven nautical and coastal themed adventures that take characters from levels 1-12. These adventures can be run separately or as one larger campaign. The adventures contained in this volume are all previously published adventures which have been lovingly adapted to fifth edition D&D (including some of the most popular first edition and Dungeon Magazine adventures). Adventures in Ghosts of Saltmarsh include:

  • The Sinister Secret of Saltmarsh (originally written by Dave J. Browne and Don Turnbull in 1981)
  • Danger at Dunwater (originally written by Dave J. Browne and Don Turnbull in 1982)
  • The Final Enemy (originally written by Dave J. Browne and Don Turnbull in 1983)
  • Isle of the Abbey (originally written by Randy Maxwell for Dungeon Magazine #34)
  • Tammeraut’s Fate (originally written by Greg A. Vaughan for Dungeon Magazine #106)
  • The Styes (originally written by Richard Pett for Dungeon Magazine #121)
  • Salvage Operation (originally written by Mike Mearls for Dungeon Magazine #123)

In addition to the adventures themselves there’s details on the port of Saltmarsh, mechanics for ship-to-ship combat, new monsters, and new magic items.

Launching one month later is Beadle & Grimm’s Sinister Silver Edition for Ghosts of Saltmarsh! Currently available for pre-order on their website, the Sinister Silver Edition contains twelve high quality player handouts, a detailed ship map, a reusable ship map, two large scale battle maps, a map of the Styes, 30 encounter cards (which are designed to be hung over a DM screen so players can see images of the monsters they fight while the DM sees it’s statistics), custom DM screen, two objects, bonus encounters, and characters!

Ghosts of Saltmarsh
Ghosts of Saltmarsh

Looking good!

Jessica

Endless Quest Continues

After the successful relaunch of the Endless Quest choose-your-own-adventure style kids novels set in the world of Dungeons and Dragons, author Matt Forbeck is bringing us two more! My family and I are thrilled to hear this, as we own all four of the previous books, and really enjoyed them. Fun, detailed, and filled with colourful characters, each novel explores different iconic locations, casts you in the role of different classes, and ties in with other Dungeons and Dragons campaigns! For detailed information on the previous Endless Quest books, check out this blog post.

Currently consisting of four books — Big TroubleEscape the UnderdarkInto the Jungle, and To Catch a Thief — the Endless Quest series will expand to include two more releases in September.

Escape from Castle Ravenloft casts you in the role of a cleric in the mist-shrouded, gothic realm of Ravenloft. There you catch the eye of the infamous vampire Count Strahd and are turned into his vampire spawn. You’ll need to find a way to escape the his castle (and his control!) or be doomed to serve him for the rest of your immortal life. This book coincides with and features characters from the Dungeons and Dragons adventure, Curse of Strahd.

The Mad Mage’s Academy casts you in the role of a thief tasked with stealing the spell book of the Mad Mage himself, Halaster Blackcloak. You’ll need to pose as a student at a magic academy, locate and steal the spell book, and escape — all without getting caught! This book coincides with and features characters from the Dungeons and Dragons adventure, Dungeon of the Mad Mage.

We can’t wait to get our hands on more of these delightful little books!

Jessica

D&D Starter Set

For Valentine’s Day my seven-year old son received the D&D Starter Set. He was pretty proud of this turn of events, as it marked the very first d20 product he has ever personally owned. He has some hand-me-down books, of course. And he reads my books all the time, but this one? This one was HIS.

Today we’re going to take quick look at the contents of the D&D Starter Set, and let you know what we thought. For more information on our experiences playing through the D&D Starter Set, tune in later this week!

The D&D Starter Set comes in a high quality, really nice looking box that is deeper than necessary. Although this might seem like a waste, at first, it’s not. The box is the perfect size to also place a D&D Player’s Handbook in, which any fan of the D&D Starter Set is going to want to do pretty quick. You can also fit in a notebook and a few pens, which is also a must have. Being able to pack all of that up in the box is great.

Inside the box you’ll find a set of beautiful little dice, swirled in shades of vibrant blue, with bright white numbers. The dice are really nice looking and incredibly easy to read — which is a must! I despise dice you have to squint at just to figure out what they say. Not that it matters what I think, since the dice belong to my son. Happily, he loves them, ranking them as his very favourite set of dice (he owns two sets and a variety of extra dice of all kinds). There are six dice total: a d20, d12, d10, d8, d6, and d4. There is no percentile dice in this set, or extra d20, which is a little unfortunate. It’s always nice to have a second d20 for all those advantage and disadvantage rolls.

Starter Set Dice
Dice from the D&D Starter Set

Beneath the dice is the D&D Starter Set Rulebook. 32 pages long, this 8 1/2″ by 11″ booklet contains all the rules needed to play and run a game of Dungeons and Dragons. The first seven pages explain how to play D&D, the six ability scores, and their uses, as well as advantage, disadvantage, and so on. After that there’s six pages on combat, six pages on adventuring (including equipment), four pages on spellcasting, a description of all the spells mentioned in the D&D Starter Set, and finally, the back page is an appendix that lists conditions. The book does it’s job well, providing enough information without overwhelming players too much. That said, it doesn’t contain any information on creating your own characters, so anyone who wants to move on from the Starter Set into regular D&D will need to pick up the D&D Player’s Handbook.

The second booklet in the D&D Starter Set is an adventure: Lost Mine of Phandelver. This adventure is a whopping 64 pages long — much longer than I expected from a starter set! I was really impressed. The adventure is split into four major parts: The opening ambush and a small dungeon crawl, time socializing and solving problems in the town of Phandalin, a sandboxy exploration of the surrounding wilds where your players can further investigate the quests they may have taken on, and the finale, a final large dungeon crawl. Before the adventure is an introduction, which gives a quick run down of how DMing works, and explains how to go about it. At the end of the adventure is an appendix containing all the magic times found in the adventure, and a second appendix which contains details on all the monsters and enemies found in the adventure. Finally, the back page of the booklet is a rules index, which lists different rules and the page numbers that they can be found in the Starter Set Rulebook.

D&D Starter Set Contents
Contents of theD&D Starter Set

Lost Mine of Phandelver is a fun adventure. It’s got a simple opening premise that’s easy to attach a wide variety of characters to, and has a good balance of combat, exploration, investigation, and social encounters. The plot line is easy to follow, and contains a few twists. It’s not overly complex and will appeal to a wide audience. Throughout the adventure there are plenty of notes for DMs, which give further guidance, rules references, and advice. This is super handy for new DMs and was really well handled.

The town of Phandalin was interesting, but I found it a bit brief. The only locations detailed are those where the PCs can pick up quests, which is unfortunate. That said, this adventure isn’t made for me, it’s made for new DMs. And for new DMs? There’s more than enough details, information, and NPCs to work with. Plenty of the townsfolk have tasks and information they can give players, links to other organizations (which can be used for continuing the campaign after you’re done with the Starter Set), plus there’s some trouble in town the players can stumble into on their own. Many of these quests can be completed in the region surrounding Phandalin, in Part Three of the adventure.

There’s some nice maps in Lost Mine of Phandelver, and art representing all of the monsters that need it (although not all of the monsters total). A few humanoid enemies are also illustrated, although none of the NPCs are. I really wish there was art for at least one of them — Silas Hallwinter, for example — but despite lacking art, each NPC in the book has a line or to about their physical appearance and behaviour, so DMs aren’t adrift.

Overall, Lost Mine of Phandelver is a fun beginner’s adventure with lots for player’s to do. It showcases the major types and styles of D&D, and weaves it all together in an entertaining and coherent story. I was really pleased with the adventure’s length. Groups will get more than a few play sessions out of this one, which is really nice to see.

This brings us to the final components contained in the D&D Starter Set: pre-generated characters. This box contains five already made characters. A neutral good hill dwarf cleric soldier, a lawful good human fighter folk hero, a lawful neutral human fighter noble, a neutral lightfoot halfling rogue criminal, and a chaotic good high elf wizard acolyte. The character sheets are easy to read and understand. Abilities are explained right on them, with more information on each one’s race, class, and background on the back of the sheet. Each of these characters has their own personality traits, ideals, bonds, and flaws which is simple to understand and really useful for roleplaying the characters. As the adventure will allow you to get multiple level ups, the back also has detailed information on what each character gains at each level. The best part? Each of the characters feels unique and fun, and none of them have names or genders. Which is great! Each player gets to decide their personal identity, and add those finishing touches themselves. I thought the characters were all really nicely done. The only downside? Whoever plays the wizard will need to make use of the Starter Set Rulebook to find information on their spells.

Which is it! The entire contents of the D&D Starter Set! This little box is packed full of fun, with everything you need to get started playing D&D. The dice are gorgeous, the rulebook is useful but not overwhelming, the adventure is fun, varied, and much longer than I expected, and the characters are well-made and enjoyable to use. The only thing this starter set lacks? A play mat and minis, but technically you don’t need those to play D&D. They really add to the game, though, so player’s who continue on to play D&D are likely to wish they had some. But, the best part of the D&D Starter Set? The cost! This box is an amazing value! We picked ours up for only $15 Canadian, which is only a few dollars more than the cost of a set of dice. Getting the rules and a good sized adventure in there, as well, makes this a great deal. I highly recommend the D&D Starter Set for anyone interested in learning how to play D&D, or for anyone who just wants a nifty new adventure and some cool dice. Well worth the investment!

Thanks for joining us today. We’ll talk again soon when we discuss our experiences playing through the D&D Starter Set adventure: Lost Mine of Phandelver.

Until then,

Jessica

 

Preparing for Adventure

For Valentine’s Day my seven-year old son received the D&D Starter Set. He was pretty proud of this turn of events, as it marked the very first d20 product he has ever personally owned. He has some hand-me-down books, of course. And he reads my books all the time, but this one? This one was HIS.

We opened it up and he ogled the beautiful blue dice it came with, ooh-ing and ahh-ing over the swirling colours. He owns a good deal of dice, but this set is one of his favourite. They look great, and they’re really easy to read. We pulled out the Starter Set Rulebook and the adventure it came with, flipping through both to look at the pictures. And then he got to the loose papers.

“What are these, Mom? Boss stats or something?”

I explained they were pre-generated characters.

“Why would I need those?”

“They’re for new players, dear. So you can just open the box, grab a character, and play.”

He looked at me like he’d been insulted. “I think I can handle making my own.”

I laughed. “You’ve never played D&D before.”

Another look like he’d been insulted. “I’ll learn.”

He settled into his bed and read through the little booklets and soon came to three realizations. First: Most of the information in the books was stuff he already knew. Second: There was no information on how to make his own characters. And third: I would DM for him. It was just more fun that way.

I pulled down our D&D Player’s Handbook and opened it up. We settled onto the couch together but, as my son soon pointed out, he could do it himself. Not long afterwards he announced. “I’m going to be an really old dragonborn rogue named Old Sorewing. His clan was destroyed, but he saved all the kids from the clan and brought them with him to Neverwinter. That’s the city that the adventure starts in, Mom. His old clan was called the Dogbone Fliers. But he made the dragonborn whelps his new clan. They are called the Fishgut Clan, cause they survive on fish they scavenge from the ocean. They live in the sewers, and abandoned buildings and stuff. And Old Sorewing robs and steals to support his whelps. He’s their leader, you know. But, one day he paid a guy named Gundren Rockseeker with fake coins — that’s the guy who hires us in the adventure by the way. And he got caught. And Gundren said that if Old Sorewing didn’t do a job for him he would send the cops after his whelps! And Old Sorewing doesn’t want that! His Clan is his flaw. So he is going to do a job for Gundren. Now find me a character sheet, Mom. And write all that down for me.”

“And here I thought you could do it yourself,” I replied.

MOM,” my son huffed. “Fine. Get me a pencil, too. And an eraser! I will need one of those.”

A few minutes later we were settled at the table, working on his character sheet. My son was surprised at how quick and easy making a character was. He’s used to playing Pathfinder, so in comparison making a D&D character is easy. Sure enough, he stuck with his plan. He made an old dragonborn with white scales who was graying in places. He has a white dragon as his draconic ancestry and can breathe out a cone of cold. He wears fake wings on his back, and a fake tail (to make him look like a real scary dragon!). He chose the criminal background, and took the gear packages that came with his class and background. Old Sorewing is incredibly smart, charismatic, and dextrous, with Strength and Constitution both tied for his lowest stats. He’s trained in Deception, Intimidation, Perception, Persuasion, Sleight of Hand, and Stealth. He fights with a rapier and a shortbow. My son filled in his sheet, draw a picture of his character, and explained his background, flaws, and traits again, so I could write it all down for him.

“Is that it?” he asked.

“Yup, that’s all.”

“That was easy. I like that. But I also kind of don’t. There weren’t many… choices. To make me different from other rogues.”

“Dear, I promise you, Old Sorewing is very different from other rogues. He’s going to be great.”

“Yeah, but only cause of his story and stuff. Don’t I get a feat at least?”

“Nope. No feats. Although you can choose to take one at higher levels instead of increasing an ability score, if you want. You don’t need to worry about that now, though. In a few levels you’ll get to make some more choices for your rogue. That’ll make you feel more unique.”

“Well, alright…” he said, still uneasy with how easy it had been.

“You do have one more job, though, dear,” I pointed out. “Convince your father and sister to make their own characters.”

My son grinned and was off. Convincing my daughter to make a new character is the easiest thing in the world.

“Hey, come make a — ” my son started. But before he had even finished his sentence my daughter cut him off.

She raced to the table shouting, “I heard! I want to make a goblin named Zig who is a bard and wants to help people! I’ll shout, ‘ZIG HELP!’ all the time!” She laughed and leaned over to whisper to me. “I got that idea from the character Zig from that Pathfinder Society Scenario we are playing, Mom. Zig is the BEST!” (Zig is from PFS #10-06: Treason’s Chains)

I laughed and whispered. “I know. We’re all playing it together, remember? But goblins aren’t a playable race in D&D.”

“Well, fine. I’ll be a gnome then. Now get the dice!”

My daughter had a ton of fun making her new character. In the end she decided to make a Forest Gnome Bard Entertainer. Charisma was her best stat, with Dexterity, Constitution, and Intelligence all a close second. Her Wisdom was low, and her Strength was even worse. She chose to be proficient in the mandolin, harmonica, piano, and flute. For skills she chose Animal Handling (of course!), Acrobatics, Performance, Nature, and Survival. For cantrips she selected dancing lights and message (along with minor illusion, which she gets for being a forest gnome). Her first level spells were animal friendship, feather fall, healing word, and speak with animals. She loves the idea of the ritual spells! From there she started filling out her background. She decided that Zig was trained by the fey as a bard and is the youngest bard in gnomish history. She has a pet rabbit named Ziggy, that she loves very much. In fact, the rabbit is the only family she has. What happened to the rest? Tragedy, of course! One day when she was very young, Zig’s grandfather was attacked by a werewolf and barely escaped with his life! Unfortunately, he became a werewolf the next full moon and ate everyone in her whole family! Zig only escaped with the help of her fairy friends! To this day, Zig is terrified of lycanthropes of all kinds (a trait she shares with my daughter).

“But, all that sad stuff is a secret, Mom!” my daughter explained, “Because she doesn’t want to talk about it!”

Fair.

With a bit more work, my daughter decided that Zig loved animals more than anything. She sings songs about animals, in the hopes she can make her audience love them as much as she does. She also sings to animals, which is one of her favourite things to do. If an animal is in danger, Zig will selflessly hurl herself in the way (“Zig save!”) and if she finds out an animal is abused she’ll sneak back later to free it (“Zig free!”). And, of course, Zig loves to help. In fact, she even tries to help when she’s horrible at it. (“Zig help!”).

“I am SO EXCITED!” my daughter shrieked as we finished up her character.

“Me too,” I replied. “She’s going to be a lot of fun.”

My husband was next. He whipped up a half-elf paladin of Kord named Argo Grey. Raised by the priests at the church of Kord in Neverwinter, Argo had a thorough education, but always had a hard time focusing. He was constantly daydreaming of adventure and glory. Although pious, Argo wasn’t meant for book learning. He was meant for sports! He became a competitive athlete, but to this day he needs to stop and reference his holy book whenever he’s asked to recite a prayer or perform a ceremony. As the only half-elf in the church, Argo covered his ears with a bandana, to hide his heritage as a way to better fit in with his peers. It became habit, and he still passes himself off as a human whenever possible. Tying his character into the upcoming adventure, he decided that Argo was once mentored by Sildar Hallwinter, a man who was acting as a guard for Gundren.

Strength, Constitution, and Charisma are all Argo’s highest ability scores, with Dexterity a distant second, average Wisdom, and poor Intelligence. He fights with a longsword and javelins, and wears sturdy chain mail and a shield. He chose the acolyte background, and ended up proficient in Athletics, Insight, Medicine, Perception, Persuasion, and Religion. Like my son, my husband was a little disheartened at the lack of extra options at level one. Although he likes the simplicity and ease with which you can create characters, he also likes making decisions. There wasn’t all that much to fiddle with at level one. Still, he was excited to give Argo a whirl, and looks forward to selecting a fighting style and sacred oath at later levels.

Which left me. Shockingly we had no major arcane caster, which is a role I never get to fill at home, so I decided immediately to take the opportunity to make one. I was going to make a sorceress, but frankly, as a fan of the many different bloodlines available in Pathfinder, having only two options for sorcerer bloodlines wasn’t cutting it for me. Wizards are always fun, but I decided to make a Warlock. It’s not something I’ve made before and I enjoy playing a creepy weirdo now and then. And her race? Dwarf, obviously! It’s one of my favourite races.

I created a hill dwarf named Eldeth, who was once a soldier in the dwarven infantry. She was tasked with escorting a eccentric sage to an old ruin underground. While there she discovered a beautiful green orb, which she felt compelled to claim for her own. Unfortunately, her unit was attacked by duergar and taken captive. While imprisoned, Eldeth had strange visions. Her fellows believed she was going mad. In her dreams the orb was speaking to her, and in one particularly lucid fever dream she accepted its aid. Only it wasn’t a dream. Eldeth had been bound to the orb and it’s fiendish master. In exchange she was granted the power to escape. She returned to her people much changed. She was deathly pale, with dark black veins around her eyes, inner arms, and over her heart. Her irises had turned black, as had her once vibrant hair. They called her Eldeth Darkvein, sole survivor of the Stonton Massacre, and though they were happy she returned home, she made them uneasy. She couldn’t spar with her fellow soldiers — she was too violent. And when she bled her blood came out a thick black ooze. It wasn’t long before she was ‘honourably’ discharged, and went on ‘vacation’ to the surface. Her clan was relieved, but Eldeth had lost her purpose. All she had left was the orb, and her fiendish master, which whispered dark thoughts to her. She hated and loved it, which terrified her. Recently a dwarf she used to know, Gundren Rockseeker, offered her some simple guard work, escorting a caravan from Neverwinter to the tiny town of Phandalin, which she accepted. Few folks would give her work these days, and she needed the coin.

Constitution is Eldeth’s highest ability score, with Strength and Charisma a close second. Her Dexterity is fair, her Intelligence is average, but she’s weak-willed, with a poor Wisdom score. She’s a warlock with a fiendish patron, and the Soldier background. She gained proficiency with Arcana, Athletics, Intimidation, and Investigation, and chose to fight armoured and with her trusty battleaxe. For cantrips she selected eldritch blast (of course!) and prestidigitation. For first level spells she chose hellish rebuke and comprehend languages. Eldeth is power hungry, dour, and intimidating. Traumatized by her time as a prisoner of the duergar, Eldeth is paranoid everyone is out to get her, and terrified of being imprisoned or enslaved. She hopes to one day discover the identity of the demon she accidentally bound herself to, but hasn’t had any luck yet. When she thinks no one is looking she talks to her orb, holding it close and whispering gently.

With all our characters ready to go we sifted through our minis and each picked one out. We were ready to begin the adventure from the D&D Starter Set: Lost Mine of Phandalin. Or rather, everyone was ready but me. I still had to read the adventure.

Thanks for joining us today! Tune in later this week for a review on the contents of the D&D Starter Set, and a campaign update on our first session playing Lost Mine of Phandelver!

Jessica

 

Shackled City: Part Seven: Bad Luck

Welcome back to Cauldron, home of the The Shackled City Adventure Path! When we last left off our heroic musicians were investigating a series of missing person cases which recently culminated in the abduction of four children from a local orphanage. Fate led to our characters taking the rescue of these people upon themselves! Although they’ve defeated down the kidnappers, and rescued the children, there’s plenty of other missing citizens of Cauldron to save. And their captors? Slavers! They’ll have to work fast if they want to save their fellow citizens before they’re sold!

If none of this sounds familiar you can read this blog post, which details our characters, or continue on with this article to hear a quick summary and jump right into the action! You can also check out our previous adventures in Shackled City: Part OneShackled City: Part Two: A Mystery!Shackled City: Part Three: Jzadirune, Shackled City: Part Four: Enter the Malachite Fortress, Shackled City: Part Five: This Place is the Pits!, and Shackled City: Part Six: Kazmojen.

The Shackled City Adventure Path is available for purchase in its entirety here. The first volume, Life’s Bazaar, is available for purchase here.

shackled city adventure path d20diaries
The Shackled City Adventure Path is a 3.5 Dungeons and Dragons Adventure originally printed in Dungeon Magazine by Paizo Publishing.

The Heroes

Our eccentric heroes are all members of ‘Dinorabbit,’ a musical band that changes its name frequently and was most previously known as ‘Boople Snoot.’ The band’s lead singer and song-writer is Falco Rhiavadi, a foppish noble bastard of mixed Tien descent whose father was devoured by a dragon when Falco was just a boy. A well-groomed, handsome man with an easy smile and a winning personality, Falco’s a black sheep among his family. Mechanically Falco is an oracle of life whose familiar is a jealous and demanding thrush named Ruby. Falco is played by my husband.

Mick Frimfrocket is a gnome with dark blue skin, bright pink hair that stands straight up on his head, and light blue eyes with flecks of red around his pupils. He’s energetic, bold, and loves nothing more than a good laugh! Mick acts as the band’s pianist and creative director. He’s the driving force behind the band’s constant name changes, and over-the-top performances. Mick was born in Jzadirune but was brought to the city of Cauldron to escape the Vanishing. Orphaned by the mysterious events and with few memories of those early years, Mick was raised in the Lantern Street Orphanage — the very same orphanage that recently had four children kidnpapped right from their beds! Determined to save those little scamps, Mick was very excited to take up this missing person’s case and follow it to its conclusion — particularly when he realized that it led to his one-time home. Mechanically Mick is a monk / bard (prankster) who attacks with wild kicks while playing his piano in battle. Partway through exploring Jzadirune he came into possession of a broken magical construct. He’s played by my seven-year old son.

Rabbity Castalle is a rabbitfolk waitress who works at the Tipped Tankard Tavern. A dancer and singer for the band Dinorabbit, Rabbity also has a pet panther named Panthy. She’s lucky, nimble, and quick, but a little skittish. One of her co-workers is one of the people who was recently abducted, so she’s very keen to solve this mystery and return him home. Rabbity is a hydrokineticist played by my six-year old daughter, using the rabbitfolk race. Rabbitfolk are a Pathfinder Compatible race created by my daughter (with some help) which will soon be published in the upcoming Realms of Atrothia: Primary Expansion by Sunburst Games (Kickstarter coming in February!). Rabbity recently ‘befriended’ (she thinks) a vicious howler named Prickles. What could go wrong?!

The final member of our party is Aeris Caldyra, a local locksmith who was cajoled by her roommate, Rabbity, to join the band as a percussionist and set designer. With few friends to call her own, Aeris relented to the rabbitfolk’s request and is the least talented member of the band. The last worshipper of Alseta in Cauldron, with more than a few secrets and regrets, Aeris is a suli bloodrager with a chip on her shoulder. Always one to lend a hand, like her Grandfather Marzio once would have done, Aeris is determined to rescue the missing citizens of Cauldron. Aeris is my character for the Shackled City Adventure Path.

Although that’s the last of our PCs, that’s not the last of our party. The members of Dinorabbit are also travelling with a half-orc janitor named Patch! Patch is a big, stuttering, fool who works at the Lantern Street Orphanage — the very same place he was raised. Patch recently got recruited to the Last Laugh Thieve’s Guild and was asked to watch over an orphan named Terrem. Unfortunately, Terrem was kidnapped on the very evening that Patch went out to meet with with the guild. Distraught over the boy’s disappearance, Patch was pressured by Falco and Mick into helping them rescue the kids. And so, the poor one-eyed janitor finds himself heading into danger.

gms needs - tea and dice
My favourite mug and dice! Dice are Pathfinder Iron Gods Dice Set by Q-Workshop. Mug is Critical Hit D20 Mug by ThinkGeek.

The Adventure

Leaving behind Patch to watch over the children, our eclectic crew of musicians headed  out onto a mysterious bridge, intent on saving as many people as they could. Falco casts a spell, sinding a trio or glowing orbs of light along the length of the bridge, then under it. The span was over thirty feet across, and below was a drop of nearly fifty feet into frigid, flowing water. They crossed in silence, finding themselves on a narrow landing. Ahead was a sturdy double door flanked by two massive statues of dwarven warriors. To both the left and the right the ledge continued, eventually ending at a smaller door. Unsure which way to go, Aeris approached the left doors.

Mick, followed by his stolen, unreliable, half-broken construct — whose primary job now was carrying sacks of loot — placed a hand on Aeris’ elbow. “Be careful of those statues. I have a bad feeling about this.

“I can put those fears to rest, I think,” Falco remarked grandly. Ruby, his colourful, demanding thrush sat perched upon his shoulder. He wove his hands around and cast another spell, causing his eyes to glow brightly. With his vision now capable of detecting magical auras he examined the statues. “They not animated constructs. No magical auras of any kind.” With a nod, he winked at Aeris. “You’ll be fine.”

“Unless they’re trapped,” Mick pointed out.

“Yes. Well, they’re not magically trapped,” Falco clarified.

“Maybe just the normal kind,” Mick worried.

Aeris sighed. “I can handle a few traps. Besides, we don’t have time for this.”  Aeris approached the far left door, looked around cautiously, and opened it.

No traps. Yet.

The door opened into a large guard post, with a set of stone bunkbeds, a table, and some chairs. Another two doors exited the room at the far side. Sleeping in two of the beds were a pair of hobgoblin guards. Two others sat at the table playing some kind of gambling game involving stones and a rough dice.

Aeris leapt into action, charging into the room and swinging her sword at the nearest hobgoblin. Unfortunately, she wasn’t fast enough! The hobgoblins shouted out a loud alarm, waking their sleeping brethren and surely alerting any other enemies nearby. Aware that the last time a hobgoblin shouted an alarm down here they ended up fighting wave after wave of guards, the members of Dinorabbit knew they had to end this quickly!

From outside the room, Rabbity smiled at Prickles. “You stay here, okay? I’ll go check it out.” Rabbity rode Panthy into the room, took a quick peek around, and urged Panthy up onto one of the stone bunkbed’s top beds. Prickles listened and stayed behind.

That’s where our good luck ended.

You see, this past session we had the worst luck. Absolutely, the worst. We constantly — all four of us — rolled critical misses. Yup! A whole lot of ones. And our enemies? Critical hits! SO many critical hits! Despite coming up against weaker enemies nearly the entire session, we barely survived. And you know what? We counted ourselves lucky! It was brutal! Haha.

Back in the guard room the hobgoblins launched into action. They found chinks in our armour, gaps in our defences, and took advantage of our distraction! In short, they dismantled us! And those two armoured hobgoblins? They scored a whopping three critical hits before Aeris and Falco brought them down. As for the two sleeping hobgoblins? They leapt out of bed, grabbed a weapon, and fought unarmored. We missed them over and over again until — finally — Rabbity got a streak of luck (really, it was a pair of average rolls, haha) and took down those two wily hobgoblins in one kinetic blast a piece.

Heavily wounded and more than a little discouraged, our heroes remained alert for further enemies. Thankfully none came.

malachite fortress - d20diaries - crop
The Malachite Fortress!

They took a moment to loot the room, heal what wounds they could, and then moved on. Through the other door they found some swords swinging right at their faces! Yup, there were enemies on the other side of that door, and they were more than prepared for our heroes! With crossed fingers we headed into battle…. only to face more bad luck! Two hobgoblin guards battled Aeris in tight quarters, while another hobgoblin — this one with only one arm — brought a burning hot iron near the face of a captive female human woman across the room.

Aeris tried to get into the room and past the hobgoblins — no luck! She tried to distract the one-armed torturer — no luck! She resorted to fighting her way past the hobgoblins — no luck! Curse their fine armour!

Really, it was curse my luck! I never rolled higher than a 2, and those were the good rolls! We’re a fan of using critical hit and miss cards in our sessions, so my constant 1s caused me to stab myself, exhaust myself, and lower my own AC due to clumsiness.

Perfect.

Aeris’ allies offered support from behind. Falco threw hexes to curse the enemies, Mick performed some inspiring music, and Rabbity… Well she didn’t help Aeris. Instead she shot kinetic blasts past Aeris, through the doorway, and past the guards, in an effort to hit the torturer in the back.

Which miraculously worked. It was our only good roll of the fight! Angry, the torturer turned and left the prisoner alone, turning his attention to… Aeris. Cause she was in the way. Haha.

As the battle raged on Aeris was forced to retreat, and the hobgoblins filtered into the next room. This exposed the weaker party members to melee combat, but it also allowed more of them to attack the hobgoblins. In the end the members of Dinorabbit won the fight, but only due to greater numbers. And an angry howler who bit a hobgoblin’s head right off!

My daughter was very proud of Prickles. Until he leaped into the fray like a maniac and started eating the hobgoblins alive. The others backed up in worry. But, it wasn’t until Prickles approached the chained up human that Rabbity started to get nervous….

With great effort and distractions she managed to get the howler under control. Aeris quickly freed the woman — whose name was Coryston Pike — and helped her out of the room. They chatted with the poor woman for a short time — turned out she was an ex-adventurer — then brought her out to Patch. They repositioned the half-orc and his charges a bit, and asked them to wait. Mick called over his construct and searched through his sacks of loot. He pulled out a shortbow, arrows, quiver, short sword, and leather armour, and gave it to the woman. With well-practised hands she strapped on her armour and gear.

In a final parting, Falco asked Coryston, “How many others prisoners are there?”

Coryston looked grim. “Not nearly enough. Plenty were sold.” After a moment of thought she added, “No more than ten.”

My kids and husband checked their list of missing persons then frowned. If they only found ten more, lots would go unaccounted for. Rabbity hoped her friend, Griffin, would be among them.

Continuing on they found the cell block. Cell after cell was empty. Finally, near the end, they found a few prisoners. The first was a man who had been beaten unconscious. The second was a young man named Deven Myrzal who was huddled in the corner of his cell, terrified they were hobgoblins coming to eat him — as they had promised they would. The next cell had an equally scared and despondent woman named Irruth Mercadi. Rabbity tried to convince the pair that they were safe, but the sight of Prickles did little to help her cause.

Meanwhile, Aeris freed one more. Jasper Drundlesput, an obsessed mathematician who grinned at the sight of her.

“Ah, the odds! The odds indeed! Not in my favour, were they? And look! Here we are. Such a small chance of rescue! And YOU! Such a small chance of success! Smaller even, yes!”

Aeris gave her head a shake and continue checking the cells, while Mick bonded with the gnome. My son thought he was amazing. Haha.

And the rest of the cells? Empty. There were less than ten prisoners.

My daughter freaked out for a bit. Her friend wasn’t here! Was he sold already? She sure hoped not!

Falco healed the unconscious man and learned that his name was Krylscar Endercott, an ex-guard. The boisterous fellow demanded some gear and insisted on helping them out. With a shrug Mick sifted through the gear and gave him some armour and weapons. Falco and Aeris led the freed prisoners back out to Patch. Thus prepared, they continued on… Finding nothing. It was a dead end.

Mick pointed at the bare walls. “Check for secret doors! This place LOVES secret doors.” After only a few minutes they found one. It led to a strange shaped room with another construct in it! This one had big hammers for hands. The construct reached up and pushed on a lever. There was a loud grinding sound, but they couldn’t see what had happened.

Mick tried to command the construct like he did his own! …And it didn’t work. The construct tried to smash in his head.

“New plan!” Mick shouted as he ducked the hammer blows. “Break it!”

Easier said than done! The battle was tough, and just as they thought they had finally won the fight, Rabbity felt something whack against her ears! She look behind her, but only found a wall. Every turned and stared at the wall suspiciously… A few seconds later they saw a metal hammer swing right through the wall at Rabbity again!

Half of the group was super confused, but Mick grinned. “Illusion!” With a laugh he added, “That’s really clever!”

“It’s horrible!” Rabbity shouted.

Luckily, this construct turned out to be the only fight of the day where we didn’t have horrible luck. We had average luck. Which was a huge relief! Heavily wounded but alive, the group took a break.

“We should rest somewhere,” Mick said.

But Rabbity shook her head. “No! There could be more people here! And if we wait they might get sold! Or DEAD!” She said ‘dead’ with such drama. It was adorable.

With a begrudging nod, Mick agreed. “You’re right. Let’s go.”

Exploring the room they found another illusory wall hiding another room and lever. Nothing else. Curiously, they pulled the levers. A pair of blocks slid out of the way and disappeared into the wall revealing two more cell blocks. With a cheer of excitement, Mick and Rabbity hurried in.

The cells were empty.

Every one.

With a sigh and some frowns the group continued on. In time they found another secret door. Aeris stepped inside and the floor fell out from under her feet.

“Pit trap!” my son shouted with a laugh.

Aeris took a maximum damage — surprising no one — and clambered out. After some further healing the group moved on. With nowhere left to go they did a little backtracking and checked out some other doors. Eventually they discovered Kazmojen’s bedroom — which was disgusting. It was filled with mounds of bones, gore, and plenty of gross furnishings. Prickles wandered in and sat in a mound of mold that was clearly his bed. Deciding to let him relax there for a bit the gang continued on and discovered a hidden treasure chamber filled with gems, coins, armour, weapons, a massive gong, and a trio of treasure chests. My kids were very suspicious of the chests. One was bound in iron, one looked like it had a mouth and was covered in blood, and the third had a fancy dagger on the lid.

mimic - shackled city - malachite fortress
More bad luck!

“Mimic!” My son exclaimed. “That one with a mouth is BOUND to be a mimic! I know it!”

Aeris approached closer. She discovered the dagger chest was trapped, the iron one was locked, and the mouth chest….

Not a mimic!

But the gong behind the chest was!

“AHHHH! I DID NOT EXPECT THE GONG!” my son exclaimed. “But I should count as right anyway!”

The gong-mimic slammed into Aeris, (with a critical hit!) wrapped her up, and chomped on her. She fought and struggled, but couldn’t escape. “It’s like glue!” she told her companions. “Don’t touch it!” As the mimic kept gnawing on her she gave up trying to escape and instead pulled out a dagger, trying to wound the beast as much as she could before she died. The group tried their best to battle the beast from afar, but the mimic surged forward and slammed into Falco next (with another critical hit!). With both of them being crushed by the sticky mimic, it was up to Mick and Rabbity to claim victory.

critical fail 2Oh, look! More critical fails from our heroes!

In the end the group barely pulled through with both Falco and Aeris a turn away from death. Whew! We were lucky to survive!

Deciding we’d had enough bad luck for the night, we packed up our dice, markers, and papers. Whatever surprises were left for us in the Malachite Fortress would have to wait for another time.

Until then,

Jessica

life's bazaar d20diaries shackled city beholder
Life’s Bazaar is the first adventure in the Shackled City Adventure Path.

Behind the Screen

The Shackled City Adventure Path is a difficult to get your hands on adventure path published in eleven separate Dungeon Magazines, or available in hardcover from Amazon here or from Paizo Publishing’s website here. The first adventure, Life’s Bazaar is available in Dungeon Magazine #97 from Paizo Publishing’s website here.

Despite being a 3.5 Dungeons and Dragons Adventure Path, we’re running this campaign with Pathfinder (both the campaign setting and the ruleset). Our characters utilize content from many sources, some of which are listed below.

The shaman and the bloodrager classes, as well as the bloodrager archetype spelleater, can all be found in the Advanced Class Guide. The urban bloodrager archetype can be found in Heroes of the Streets. The Kineticist class can be found in Occult Adventures. The monk and bard are base classes found in the Pathfinder Roleplaying Game: Core Rulebook (or in a convenient travel-sized edition: Core Rulebook (Pocket Edition)  while the prankster archetype for bards can be found in the Advanced Race Guide.

Family Day 2019

It’s been a busy week around here lately, with both Valentine’s Day, and then Family Day long weekend. My kids had a blast handing out their Valentines earlier this week. My daughter handed out rabbit Valentines to her classmates, surprising no one. My son’s were animals with cartoony sunglasses and fake moustaches. They were adorable. My kids have spent the days since reading and rereading their Valentine’s and nibbling away at their chocolatey treats.

For Valentine’s we gave my daughter a comfy Totoro scarf. It was a bit pricey for my liking, but my daughter hates scarves. A problem that needs remedying, since it’s way too cold where I live to go outside without a scarf in the winter. Thankfully, she adores the film ‘My Neighbor Totoro‘ and my husband happened to find a Totoro scarf earlier in the month at Little Star Gifts. She’s thrilled to have it, and has grown so attached to it she refuses to take it off — even during class time. Uh-oh! She informed me that she tried wearing it lots of different ways during class. Around her neck, around her waist, and even on her head. Luckily, I haven’t had any complaints from her teachers yet, but we’ll see how long that lasts. Haha.

My son got a Rubik’s cube — he fiddles with everything, and enjoys hands-on puzzles. We also gave him the D&D Starter Set. He’s thrilled with it, and we’ve already started making custom characters to play through the adventure it comes with. (More on that later this week).

I got my print copy of Realms of Atrothia: Legacy Races Revisited, which was exciting. My husband also gave me a gift card for Indigo, so I got to head online and pick out a few books for myself. I can’t wait for Wilderness Origins and Heroes from the Fringe to arrive!

We’ve been playing a lot of board games lately. Bang, and Boss Monster earlier this week, along with Adventure Time Munchkin. My husband slaughtered us in Godstorm Risk. I taught my niece and nephew how to play Bad Bunnies, since my daughter wanted to play it with them. They caught on quick actually. Well, not the youngest, but she had fun just playing whatever card she felt like and commanding ‘higher’ or ‘lower.’ She was thrilled to be included with the ‘big kids.’

This Family Day long weekend my kids wanted to squish in as many games as they could. My daughter insisted on Dinosaur Island, which my husband won, beating me by ONE victory point. So close! My son chose Bunny Kingdom, which my daughter won (for once). She was very proud. My son made a huge Heroscapes set-up for us to tackle, and also picked out Magic: The Gathering Arena of the Planeswalkers for us to play as a family. He’s a big fan of tactical miniatures games. Finally, I played my daughter one-on-one in Lord Of The Rings Monopoly and got my ass kicked. Absolutely trounced. Frodo for the win! Haha. She had so much fun. It was adorable.

Both of my kids birthdays are coming up in another few weeks, and they’re already plotting what games they want most, and where they want to have their birthday party. They’ll be seven and eight soon, which leaves me wondering where the time has gone. It passes so fast.

RetroCon is coming up in a few weeks near my house. We’ve already bought our tickets and tried to sign up for some games. It will be the first time we try to play PFS scenarios in public as a family. Fingers crossed my kids behave! Haha. And if not? Well, sorry future GM. We really wanted to give it a shot. Unfortunately, there’s not too many sessions we can play. We’re only able to attend one day of the three days of gaming, and on that one day there’s only one game we can play in. Evening games don’t work for us since they run too late, the only low-tier game in the morning is Core, which we don’t play, and the afternoon game I did manage to sign my husband and kids up for is one I can’t play (since I’ve already played it). Still, we signed up for the waiting list for that morning, and I’ll sit with my kids and help keep them focused while they play through a game in the afternoon. It’ll be fun. We’re excited.

Sign ups for the second online OutPost play-by-post convention is happening on Paizo’s messageboards right now. There’s plenty of openings in games of all tiers for both PFS and SFS, so if you have any interest in trying out play-by-post gaming, now’s a great time to give it a whirl. Sign-ups are here, and information on play-by-post gaming can be found on Paizo’s messageboards in the Flaxseed Lodge, and Castamir’s Flaxseed Station. OutPost II runs from March 11th to May 6th.

With the end of the long weekend comes a return to school for my kids, work for my husband, and a different kind of work for me. Plenty to do!

We’ll talk again soon,

Jessica

 

Shackled City: Part Six: Kazmojen

Welcome back to Cauldron, home of the The Shackled City Adventure Path! When we last left off our heroic musicians were investigating a series of missing person cases which recently culminated in the abduction of four children from a local orphanage. Fate led to our characters taking the rescue of these people upon themselves! They’ve tracked down the kidnappers, and discovered an underground complex run by slavers. They’ll have to work fast if they want to save their fellow citizens before they’re sold!

If none of this sounds familiar you can read this blog post, which details our characters, or continue on with this article to hear a quick summary and jump right into the action! You can also check out our previous adventures in Shackled City: Part OneShackled City: Part Two: A Mystery!Shackled City: Part Three: Jzadirune, Shackled City: Part Four: Enter the Malachite Fortress, and Shackled City: Part Five: This Place is the Pits!

The Shackled City Adventure Path is available for purchase in its entirety here. The first volume, Life’s Bazaar, is available for purchase here.

shackled city adventure path d20diaries
The Shackled City Adventure Path is a 3.5 Dungeons and Dragons Adventure originally printed in Dungeon Magazine by Paizo Publishing.

The Heroes

Our eccentric heroes are all members of ‘Dinorabbit,’ a musical band that changes its name frequently and was most previously known as ‘Boople Snoot.’ The band’s lead singer and song-writer is Falco Rhiavadi, a foppish noble bastard of mixed Tien descent whose father was devoured by a dragon when Falco was just a boy. A well-groomed, handsome man with an easy smile and a winning personality, Falco’s a black sheep among his family. Mechanically Falco is an oracle of life whose familiar is a jealous and demanding thrush named Ruby. Falco is played by my husband.

Mick Frimfrocket is a gnome with dark blue skin, bright pink hair that stands straight up on his head, and light blue eyes with flecks of red around his pupils. He’s energetic, bold, and loves nothing more than a good laugh! Mick acts as the band’s pianist and creative director. He’s the driving force behind the band’s constant name changes, and over-the-top performances. Mick was born in Jzadirune but was brought to the city of Cauldron to escape the Vanishing. Orphaned by the mysterious events and with few memories of those early years, Mick was raised in the Lantern Street Orphanage — the very same orphanage that recently had four children kidnpapped right from their beds! Determined to save those little scamps, Mick was very excited to take up this missing person’s case and follow it to its conclusion — particularly when he realized that it led to his one-time home. Mechanically Mick is a monk / bard (prankster) who attacks with wild kicks while playing his piano in battle. Partway through exploring Jzadirune he came into possession of a broken magical construct. He’s played by my seven-year old son.

Rabbity Castalle is a rabbitfolk waitress who works at the Tipped Tankard Tavern. A dancer and singer for the band Dinorabbit, Rabbity also has a pet panther named Panthy. She’s lucky, nimble, and quick, but a little skittish. One of her co-workers is one of the people who was recently abducted, so she’s very keen to solve this mystery and return him home. Rabbity is a hydrokineticist played by my six-year old daughter, using the rabbitfolk race. Rabbitfolk are a Pathfinder Compatible race created by my daughter (with some help) which will soon be published in the upcoming Realms of Atrothia: Primary Expansion by Sunburst Games (Kickstarter coming in February!)

The final member of our party is Aeris Caldyra, a local locksmith who was cajoled by her roommate, Rabbity, to join the band as a percussionist and set designer. With few friends to call her own, Aeris relented to the rabbitfolk’s request and is the least talented member of the band. The last worshipper of Alseta in Cauldron, with more than a few secrets and regrets, Aeris is a suli bloodrager with a chip on her shoulder. Always one to lend a hand, like her Grandfather Marzio once would have done, Aeris is determined to rescue the missing citizens of Cauldron. Aeris is my character for the Shackled City Adventure Path.

Although that’s the last of our PCs, that’s not the last of our party. The members of Dinorabbit are also travelling with a half-orc janitor named Patch! Patch is a big, stuttering, fool who works at the Lantern Street Orphanage — the very same place he was raised. Patch recently got recruited to the Last Laugh Thieve’s Guild and was asked to watch over an orphan named Terrem. Unfortunately, Terrem was kidnapped on the very evening that Patch went out to meet with with the guild. Distraught over the boy’s disappearance, Patch was pressured by Falco and Mick into helping them rescue the kids. And so, the poor one-eyed janitor finds himself heading into danger.

the team - malachite fortress
The team!

The Adventure

Our eclectic crew of musicians, janitors, and locksmiths, retraced their steps and re-entered the forge. Our heroes had battled enemy hobgoblins and goblins here two sessions ago in an effort to free three citizens of Cauldron who had been labouring here. With the battle won they sent their travelling companion, Keygan Ghelve, off with the freed prisoners. It was his job to bring them back up to the city and see them safely to the Church of Adabar.

In the time since they had taken down dozens of hobgoblin guards, but knew there could be more. Seeing nothing amiss Mick headed over to the door they had yet to peek through. He listened against it but couldn’t make out anything. Opening the door led to a large dining room lined with benches and tables. It was empty at the moment, but stray dishes on the tabletop and a distant murmuring told them that enemies were not far away. The group quickly did a sweep of the room, listening at all the various doors. Three were silent, one sounded like a kitchen, and the last was very noisy. My family discussed their options. Noise might mean trouble,  but the kitchen probably mean someone banging on a loud pot which could sound an alarm. And silence meant…

They weren’t sure.

Curious, my kids decided they should check out the quiet room first. They found a threadbare living room that slept at least three people, a pantry, and a larder. Nothing of interest. They moved towards the kitchen, when suddenly Panthy prickled up her ears. She wandered over to the noisy door and growled….

getting ready for game night - shackled city - malachite fortress
Game night!

“What is it, Panthy?” Rabbity asked. “You hear something?” Rabbity pricked her ears around. “I think… I think I hear a kid crying!”

“Well hurry up!” Mick exclaimed.

“Wait!” Falco proclaimed. He whispered something to his bird.

Ruby tweeted back melodically.

Mick drank a few defensive potions, Aeris drew her sword and Patch worried. When they were prepared, Falco quietly cracked open the door and peeked inside.

The room very large, with a raised stage in the back topped by three iron posts. Chains dangled from the top of the posts, ending at the manacled hands of three children. The kids from the orphanage! On the steps stood a strange figure in ill-fitting armour who looked like a mix between a dwarf and a troll. He clutched a fourth child by a chain around its neck and waved the kids face in front of another figure, this one a soft-looking gnomish fellow with blue skin, orange hair, and massive glasses.

“He’s good!” The troll-man bellowed.

“Oh, I don’t know about that Kazmojen!” the gnome-like creature argued. “I agreed I’d pay fifty gold for each child, but this one… This one is defective! There’s something about him I just can’t put my finger on.”

“Nonsense!” Kazmojen argued. “He’s got… spirit! Yes! Break him and he work harder than others. Forty-five!”

The gnome shook his head. “Oh, much too much work… And he spits!”

As if to punctuate this point the child spit in the gnome-like creature’s face. “I bite too!” he grinned.

Kazmojen yanked the child around by the chains clamped tight around his neck. Behind them a strange beast shifted. The quills that coated its back shook back and forth at the movement. The beast stretched its quadrupedal form and growled. It looked like some sort of quilled dog monster. A very large quilled dog monster.

While the trio argued over the cost of the kids, four other hobgoblins guarded the chamber. Two at a pair of double doors, one at a door across the room, and one at the door that Falco was peeking through.

“That’s Terrem they’re f-f-fighting over!” Patch whispered.

“The child that the Last Laugh Thieve’s Guild wanted you to protect?” Min asked back.

Patch nodded with worry.

“Ruby!” Falco whispered. “Do the thing!”

The bird fluttered into the room, chirping insults loudly in it’s sweet little voice. “HEY UGLY, OVER HERE!”

As the various ugly enemies turned to look at the offending bird, Rabbity shoved an invisibility potion in Panthy’s mouth with a clever grin. Then she pushed the door open hard so it smacked the hobgoblin on the other side in the back of the head. Rabbity clamped a hand over her mouth and giggled. Then she crouched down and whispered into the ear — she hoped — of her invisible panther.

Patch was too worried over the children — Terrem in particular — to wait any longer. He hurried into the room pointed at the people talking and stammered, “L-l-let the children g-g-go!”

Panthy slunk away from Rabbity — although what the panther was doing was a mystery. Mick stepped casually into the room and whistled a little tune. Then he made a funny face at the hobgoblin guard near the door. The guard let out a laugh. Then a giggle. With a confused look on his face he started laughing at the top of his lungs, then fell to the ground and laughed some more. Mick gave the hobgoblin a wink and casually stepped over him and into the room.

Aeris dashed into the room and held her sword out at the two slavers. “Leave the children or die!”

Falco stepped into the room and whacked the laughing hobgoblin in the head with his fine walking stick. Meanwhile, Ruby continued to taunt the hobgoblins. Rabbity managed to send a blast of water at another hobgoblin before the tall figure — Kazmojen — let out a loud laugh. He pointed at Patch. “You can’t have those three,” he said with a gesture at the crying chilling chained to the posts. “Them bought already. But you can have the biter. Forty-five gold!” Then he turned his hideous face on Aeris and pointed at her. “Kill.”

The dog-beast let out a loud howl and took a few paces forward.

“Now, now, Kazmojen. Kill HER you mean! Yes? Not kill me! Certainly not!” The little gnomish fellow hurried  up the steps to the back of the room and hid behind an iron post.

Finally the hobgoblins leapt into action. One tried to shoot down the irritating bird, while the others moved to attack Patch. He took a few heavy blows and already looked near death! The battle had barely even started! Clutching his daggers tightly Patch fought back against the hobgoblins, with Mick soon joining him.

facing off against kazmojen
The epic battle against Kazmojen, Prickles, and his minions! My daughter can be seen calculating the results of her rolls on the flip-mat.

Aeris swung her blade at Kazmojen, but struck only his sturdy armour. Seeing her outnumbered, Falco hurried over and placed a hex on the leader, lowering his AC. Suddenly Panthy leapt upon Kazmojen, biting, and clawing, and tearing! His armour deflected most of the blows, but Panthy’s teeth tore a hole in the back of his leg. Kazmojen roared in pain and anger, while Rabbity laugh.

Kazmojen pointed at the Panthy. “Prickles, KILL.”

Prickles looked from Aeris to Panthy, trying to decide which looked most tasty. Apparently deciding the panther was the winner, the dog-beast turned on Panthy.

“NO!” Rabbity exclaimed. She raced closer to the dog-beast, pointed at Kazmojen, and shouted, “KILL, Prickles! KILL MASTER!”

Kazmojen scowled at the rabbitfolk. Meanwhile, Prickles turned to consider this predicament. After a few moments he bit Kazmojen! The troll-man roared in outrage and swung his axe at Rabbity, but the nimble little kineticist dodged backwards. Taking advantage of his distraction Terrem yanked his chain away from Kazmojen’s grasp and made a break for it, running across the hall an out of the main doors.

“I’m out of here!”the strange gnomish fellow exclaimed. Then he, too, turned and fled. One of the guards fled with him.

The battle raged on. Mick and Patch took down the hobgoblin guards with daggers and wild kicks. Falco kept up his hexes, lowering Kazmojen’s defences and foiling his aim. Rabbity shot water blasts at Kazmojen from afar, while Aeris fought him in melee with her sword. It was a tough fight! Patch went down halfway through and, with no time to go heal the poor fellow, all they could do was hope he would survive. Kazmojen turned most of his attention to Aeris, nearly knocking her unconscious multiple times. If not for Falco’s constant healing near the end of the fight she would have died.

A short while after Terrem fled they heard his scream. A deep, gravelly voice told him “YOU SHOULD NOT BE HERE, TERREM KARATYS.”

Mick dashed over to the main doors and whipped them open, hurrying off to help Terrem. He caught a glimpse of a massive floating head, covered with eyestalks and a huge central eye.

A beholder!

“COME TERREM! I SHALL RETURN YOU TO YOUR HOME.”

There was a sudden flicker of magic, and the beholder and Terrem both vanished.

“B… Be… BEHOLDER!” Mick stammered in shock. “He… Kid… OH, NO!”

By the time Mick rejoined the fight, Kazmojen had fallen and Prickles was eating him.

Exhausted and bleeding from dozens of wounds, Aeris dropped her sword and fell to her knees. Falco and Mick quickly gave her and Patch what healing they could. They drank the rest of their potion reserves and searched the room in the hopes of finding more. Aeris freed the children, while Patch gave them all hugs.

“Terrem?” Falco asked Mick.

Mick shook his head. “Kidnapped by a beholder,” he whispered.

“What? Why would — Huh?” After a moment of shock Falco shook his head and hurried over to the other exit. He peered through the door and saw a bridge, but no signs of the gnome.

“We have to hurry and follow that weaselly guy! He might be about to leave with some slaves.” Mick urged.

Falco walked over to the children. “What’s that way?” he asked them.

Most were too scared to reply, but one of the children, a dwarven boy named Deakon, found his voice. “Cells! That’s where they kept us! Over the bridge and through the door. There’s a whole hallway lined with cells. I… I don’t know how many had people in them, but at least some did. I could hear them.”

Falco thanked Deakon, then beckoned Patch over. “We need to hurry and free everyone else. Patch, you’re in charge of the children. Wait here and wait for my signal. When its safe you can cross the bridge after us. We’ll keep it up as we explore, all right? Hopefully we can keep you guys safe, but if not, it’s up to you to flee with the kids. Get them back to the church.”

Patch nodded with a look of determination in his eye. He tried to stammer out an affirmation, but couldn’t find the words. Instead he nodded again. Then he kept Deakon and the two silent girls close.

Rabbity stood over the quilled dog. “Can we keep him?” she asked the others.

Aeris shook her head. “Rabbity, that’s… that’s not a dog. You can’t keep it as a pet. It’s a howler. They’re foul creature from the Abyss that feed on fear.”

Rabbity shook her head. “What? Nonsense! We’re going to be the best of friends! Aren’t we, Prickles?”

Prickles looked at Rabbity a moment. He growled… then stopped. He stretched his legs and back, and growled.

“We can’t keep it Rabbity,” Aeris repeated. “In fact, we should probably kill it.”

“Nuh-uh! He’s my friend! And he’s coming with us.” Rabbity hopped on top of Panthy, adjusted her saddle, and  loped off towards the door and bridge.

Prickles watched the rabbitfolk go. Then he looked long and hard at Aeris with eyes that showed far more intelligence than a normal animal. He growled at her.

Aeris adjusted her stance and clutched her blade tightly. Howlers were fierce opponents…

Prickles growled some more, then snorted in derision. It turned from her and followed Rabbity out onto the bridge.

“Well, shit.” Aeris remarked.

And so, having ‘befriended’ a howler, Rabbity, Mick, Aeris, and Falco continue hurried across the bridge, intent on saving what people they could.

As I packed up our gear and calculated experience, my daughter grinned. “Prickles is going to be my best friend.”

I tried to explain just how horrible a howler was. Even pulled out its picture.

My daughter just grinned. “Aww, cutie!”

“It’s not cute at all,” I retorted.

“Yes, it is! And we will be best friends! And Panthy, too!”

Faced with her chipper smile, I laughed. If she wanted to try to befriend a howler, I wouldn’t stop her. It had been raised to be a guard dog. And Rabbity was both great with animals, and diplomatic. Perhaps she could control it. But, control wouldn’t keep a howler alive or content. They lived to sow terror, and kill.

Rabbity would have her hands full.

How could it go wrong?! Right?

Wish her luck!

Jessica

life's bazaar d20diaries shackled city beholder
Life’s Bazaar is the first adventure in the Shackled City Adventure Path.

Behind the Screen

The Shackled City Adventure Path is a difficult to get your hands on adventure path published in eleven separate Dungeon Magazines, or available in hardcover from Amazon here or from Paizo Publishing’s website here. The first adventure, Life’s Bazaar is available in Dungeon Magazine #97 from Paizo Publishing’s website here.

Despite being a 3.5 Dungeons and Dragons Adventure Path, we’re running this campaign with Pathfinder (both the campaign setting and the ruleset). Our characters utilize content from many sources, some of which are listed below.

The shaman and the bloodrager classes, as well as the bloodrager archetype spelleater, can all be found in the Advanced Class Guide. The urban bloodrager archetype can be found in Heroes of the Streets. The Kineticist class can be found in Occult Adventures. The monk and bard are base classes found in the Pathfinder Roleplaying Game: Core Rulebook (or in a convenient travel-sized edition: Core Rulebook (Pocket Edition)  while the prankster archetype for bards can be found in the Advanced Race Guide.

 

February New Releases

February is here, and that means a lot of new d20 products will be coming out later this month.

Dungeons and Dragons is releasing Tactical Maps Reincarnated. This is a collection of twenty full coloured tactical poster maps in a folio. The maps look really nice, with some being rather generic and easy to use (like a path through the wilds), and others being more specific and a bit trickier to make use of (arcane rooms, castle chambers, and so on).

Dungeons and Dragons, Tactical Maps Revisited
Dungeons & Dragons: Tactical Maps Reincarnated

Pathfinder released a lot of cool products in January, with Pathfinder Player Companion: Wilderness Origins, the finale of the Return of the Runelords Adventure Path (Pathfinder Adventure Path 138: Rise of New Thassilon), and Pathfinder Society Scenario #10-12: Breath of the Dragonskull all highlights worth picking up. This month is going to be just as exciting, with the launch of the final Pathfinder 1st Edition Adventure Path: The Tyrant’s Grasp!! The Tyrant’s Grasp begins with Pathfinder Adventure Path 139: The Dead Roads (The Tyrant’s Grasp Book 1 of 6), due out late this month. This adventure path involves the Whispering Tyrant, and begins when your players awaken in the Boneyard, a realm where the dead go to be judged. There’s only one problem: they’re not dead. It’s up to PCs to escape the Boneyard, return to the land of the living, and figure out what happened to them! Seriously cool! I honestly can’t wait.

Flip-Tile fans can rejoice, as releasing later this month is Pathfinder Flip-Tiles: Urban Perils Expansion, a collection of 24 double-sided map tiles that are intended to be used with the Pathfinder Flip-Tiles: Urban Starter Set. New tiles in the expansion include collapses, explosions, fires, floods, sinkholes, and a wagon wreck. Also releasing later this  month is Pathfinder Flip-Mat Classics: Hill Country, and the Return of the Runelords Poster Map Folio. Pathfinder Society releases include Pathfinder Society Scenario #10-14: Debt to the Quah (a tier 3-7 scenario written by Adrian Ng) and Pathfinder Society Scenario #10-15: Tapestry’s Trial (a tier 7-11 scenario written by Alex Greenshields).


Starfinder released a few cool products last month, including the Against the Aeon Throne Pawn Collection, and the finale to the 3 part horror campaign, Signal of Screams, with Starfinder Adventure Path 12: Heart of Night (Signal of Screams 3 of 3). This month they’re releasing two awesome products, Starfinder Pawns: Alien Archive 2 Pawn Box and Starfinder Adventure Path 13: Fire Starters (Dawn of Flame 1 of 6)! Dawn of Flame is a six-part Starfinder Adventure Path that begins in the Burning Archipelago on the Pact Worlds Sun. For more information on the Dawn of Flame Adventure Path you can check out this blog post. Starfinder Society releases include Starfinder Society Scenario #1-32: Acts of Association (a tier 1-4 scenario written by Scott Young) and Starfinder Society Scenario #1-33: Data Breach (a tier 3-6 scenario written by Jim Groves).


It’s going to be an action packed month!

Know of another new d20 product you want to recommend we check out? Let me know in the comments.

Jessica

 

Relics and Rarities a True Treasure!

Last night marked the first episode of the exciting new fantasy role-playing game series: Relics and Rarities! Hosted and DMed by the delightful Deborah Ann Woll who you might (should!) recognize from the shows True Blood, Daredevil, Defenders, and Punisher, or the new movie Escape Room, this show features the talents of Julia Dennis, Tommy Walker, Xander Jeanneret, and Jasmine Bhullar. In addition, each episode features a special celebrity guest which includes Sam Richardson, Janina Gavankah, Simone Missick, Kevin Smith, Matthew Lillard, and Charlie Cox. Relics and Rarities is presented by Geek & Sundry and streams weekly on Alpha (ProjectAlpha.com). They’ll be playing Dungeons & Dragons, set in a world created by Deborah Ann Woll.

Honestly? I’ve been excited about this show since it was announced! And with the recent reveal of the special guest line-up? Well, how could I resist?

“I’m so excited to finally announce my new show, Relics and Rarities,” Woll said in a statement. “We’ve assembled a stellar creative team, along with amazingly intricate set design, props and puzzles, a hilarious and surprising cast – and an original world and campaign of my own creation.” She added, “You’ll have to watch to see what tricks I have up my sleeve.”

“Welcoming fans who have not yet experienced collaborative storytelling is an established mission of Geek & Sundry,” said Legendary Digital Networks (LDN) SVP of Production and Programming, Jason Corey in a statement. Corey added, “Partnering with Deborah Ann Woll has been a dream come true for us. We’re thrilled to be able to elevate and broaden the platform for a female Dungeon Master and to expand the fandom for this unique and exciting genre.”

Relics and Rarities begins in the town of Bellbrook when four adventurers receive a mysterious letter and are summoned to an unassuming curio shop, Relics and Rarities, by Professor Roundland. The good professor informs the team that strange occurrences have been plaguing Bellbrook, and she’d like to hire them to investigate. The first stop? Professor Roundland contacted a seer who has recently helped the R&R (Relics and Rarities) Brigade before only to discover that she was plagued by something… supernatural. The team is dispatched to visit the seer at her home, Benthem Manor, and hopefully put things right. But, the mystery behind this manor is just the beginning. By the end of the episode it’s clear that our heroes will need to foil an unholy prophecy before it can come to fruition. They have their work cut out for them!

The first episode, Haunting at Bentham Manor, was absolutely amazing! The set was spectacular, the adventure was both enthralling and suspenseful, and the props were above and beyond what I imagined they would be. Deborah was a wonderful Dungeon Master, full of enthusiasm and a love of the game. She was an absolute joy to watch. The cast is great. They’ve got enjoyable characters, great chemistry, and every single one of them was hilarious. Guest star, Matthew Lillard, was a wonderful choice for the first episode. As the owner of Beadle & Grimm’s Pandemonium warehouse he’s no stranger to role-playing game, of course, but honestly, he was also just… amazing. Engaging, amusing, the whole deal.

Relics and Rarities was well-planned, inventive, and atmospheric. There was mystery, suspense, problem solving, and some delightful puzzles (my young kids and I particularly loved the puzzle door). The props made my kids gasp in jealousy at every single one (and there were a lot!). The cast was entertaining, and the set was very rich in detail. Best of all, the story was engaging —  we laughed a lot, shed some tears (yes, I cried), and my daughter ran away in terror during the first battle. Oh, that creative ghost sound use. Way to give her nightmares, guys! Poor thing. Haha. As for my son, I don’t think I’ve ever seen him so amazed with anything he’s watched before. He was amazed and literally captivated the entire time. We were absolutely blown away! Not sure I can stress that enough, actually.

But, in summary: it’s awesome. I honestly can’t think of a single thing to complain about.

Want to check out Relics and Rarities yourself? You really, really should! Episodes air Mondays at 6pm PT on Alpha, but its also available on demand. Not a member of Alpha? Neither was I! New members can sign up for a free seven day trial with the code RELICS. After that Alpha membership costs $4.99 American per month, or $49.99 every 12 months.

I cannot wait to see where it goes from here!

Jessica