Humble Bundle is a distribution platform that sells ebooks, games, software, and other digital content. Consumers pay what they want, and a portion of the proceeds goes to charity. In many cases the Humble Bundle has tiers, where different amounts of money can get you even more product. In any case, Humble Bundles provide a lot of value for your money, and contributes to a worthy cause. For more information on Humble and to see what other products they have up for offer, check out their website.
The Pathfinder Second Edition Humble Bundle contains digital copies of the Core Rulebook, Lost Omens World Guide, Lost Omens Character Guide, Bestiary, some awesome Pathfinder Society Scenarios, flip-mats to accompany them, and a bunch of fiction. The highest tier even includes a physical copy of the Core Rulebook. A portion of every bundle supports three worthy nonprofit organizations: The National Urban League, The Carl Brandon Society, and the NAACP Legal Defence Fund.
At the moment of writing this over 26,282 people have purchased bundles, and the numbers just keep on climbing. If you want to get your hands on the Pathfinder Second Edition Humble Bundle, you’ve only got twelve more days to do so.
A new entry in the ‘Young Adventurer’s Guide‘ series of children books from Dungeons & Dragons is scheduled to launch next week and we are absolutely thrilled to be in possession of an advance copy of this delightful book, which we’re going to share with you today!
The Dungeons & Dragons Young Adventurer’s Guide series is written by Jim Zub, Stacy King, and Andrew Wheeler. The series began with two simultaneous releases on July 16th, 2019: ‘Monsters and Creatures’ and ‘Warriors and Weapons.’ (For full details on these two books, check out our previous review here). On November 26th, ‘Dungeons & Tombs‘ will be released! There is one more book in development, scheduled for Spring 2020 (Wizards & Spells: A Young Adventurer’s Guide) and, if they’re popular enough, there may be more beyond that in the future. The D&D Young Adventurer’s Guide series is intended for middle-grade readers (ages 8-12) and meant to inspire these young readers to read, write, create, imagine, and of course, play D&D. The American cover price for each of the books is $12.99, with the Canadian cover price $17.50. Each book is 105 pages long.
Like previous entries in this series, Dungeons & Tombslooks and feels great! It has a high quality hard cover, sturdy glossy pages, tons of unique full colour art, and a design aesthetic that’s in line with the adult D&D releases. This book feels like it’s a part of the Dungeons & Dragons line — which is absolutely awesome! It makes my kids feel like this book, and previous ones in the series, is just as important as the rest of our D&D books, which in turn makes them feel included and a part of the hobby.
Taken on their own, the Young Adventurer’s Guides have a nice layout, easy to read text, beautiful art, and are well organized. They’re approachable, interesting, engaging, and clearly written for kids, but, at the same time, the books don’t talk down to the reader. These books are written with care, and meant to provide younger audiences an easy to understand introduction to the world of roleplaying games and storytelling, as well as inspire them to make the world and stories their own.
I have two children, a seven year old girl and an eight year old boy, making them on the young end of the intended audience for these books. Both of my kids have very good reading comprehension for their age. That said, both of my kids thoroughly enjoyed these books. Both my son and daughter had no problem reading the books and seemed to understand everything they read. My daughter, understandably, had a bit more trouble than her older brother, having to sound out a tricky word or two once or twice a chapter. Despite this, she was fully engaged with reading the books and never got frustrated. As is typical with many fantasy books, the trickiest words are fictional names of characters and places. While many kids will stumble over these words once or twice before internalizing them, just as many will skip over them and move on. That said, there were very few names my kids had trouble with, which is really nice to see. My son didn’t come across any content that he found inappropriate or too mature for him, while my daughter came across one location and one creature she decided were a little ‘too spooky’ for her right now, so she skipped those pages and continued on enjoying the rest of the book. Considering the age and reading abilities of my kids, I think these books are well suited to the middle-grade reader level they’re advertised as. My kids loved them, and they definitely have room to grow with the books. We haven’t had them long and already my kids have read and re-read them more than a few times. They’ve already started utilizing information they picked up from the books in their play, storytelling, roleplaying, and gaming. My son has started drawing maps of his own, and my daughter’s already created a whole adventure featuring some of the advice and new creatures in this book. These are the sort of books my kids get a ton of use out of, coming back to them often, and using different sections for inspiration at different times.
It’s important to note that Dungeons & Tombs (and the other Young Adventurer’s Guides) are NOT a replacement for the D&D Player’s Handbook or the Monster Manual. They do NOT contain game mechanics or rules. They lay out the major concepts, gear, locations, monsters, and roles in a way that is easy to understand, approachable, and engaging; and they provide a lot of great advice for storytelling of all kinds. They’re meant to inspire creativity, without overwhelming readers with rules. I highly recommend this series for any kids who love adventure, fantasy, horror, monsters, roleplaying, storytelling, or who have exposure to RPGs.
Dungeons & Tombs: A Young Adventurer’s Guide is an illustrated guide to six famous dungeons and locations in Dungeons & Dragons, and some creatures that call these places home. It also contains advice on mapmaking and dungeon crafting. Featuring one-of-a-kind entries for each of its showcased locations and monsters, and over 60 brand new illustrations, this book is sure to ignite the imagination of young readers.
This book begins with a short, three page introduction, which gives the book some context, then discusses how to prepare for a dungeon delve and the major classes of D&D. From there, it hops right into the star of this book: a profile of six famous dungeons. Each dungeon has an introduction and overview, to set the stage for the dungeon, a list of a few important locations in that dungeon, a more detailed look at one of the locations within that dungeon (along with story prompts to engage the reader’s imagination), and an ‘encounter,’ which is a short, one-page story that takes place in that dungeon, and encourages readers to decide how they would react to the events. These encounters are meant to guide kids to roleplay their own endings to exciting stories, and question the ramifications of their actions. This problem-solving is a great way to introduce kids to RPGs as both a player and DM.
There are six dungeons covered in this book, and each is very different — which I love! Dungeons aren’t always enclosed spaces or underground, so I’m thrilled this book showcases that. The six dungeons examined in this book shouldn’t surprise fans of D&D. They’re famous, of course, but they’re also locations visited in D&D 5e adventures. These include Chult, Ironslag, Ravenloft, The Sea Ghost, The Temple of Elemental Evil, and Undermountain. My kids love knowing that the places they’ve read about are out there, in a D&D campaign, waiting for them to explore one day. For those of you curious, Chult is explored in Tomb of Annihilation, Ironslag is explored in Storm King’s Thunder, Ravenloft is explored in Curse of Strahd, The Sea Ghost is featured in Ghosts of Saltmarsh, The Temple of Elemental Evil is a part of Princes of the Apocalypse, and Undermountain is showcased in Waterdeep: Dungeon of the Mad Mage. (Note: These locations have been showcased many times before in previous editions, stories, and adventures as well). Even more exciting to my kids, they already knew the names of some of these locations, as the Endless Quest series of Dungeons & Dragons children’s novels by Matt Forbeck also visits some of these locations. (For more information on Endless Quest, check out our review on the first four here and the newest two here).
Both of my children agreed that their favourite dungeon was Chult, the island of dinosaurs. My daughter’s second favourite was the Temple of Elemental Evil, while my son’s second favourite was The Sea Ghost. Both of my children agreed that Ravenloft was by far the spookiest location in the book. My son enjoyed it, but my daughter saw the word ‘werewolf,’ shrieked in panic, and flipped right past the rest of that dungeon. (She has a fear of werewolves). Preferences aside, they both really enjoyed the dungeon profiles and, just as importantly, came up with a bunch of ideas for adventures and stories they want to create in the various dungeons. It really sparked their imagination, which was nice to see. The dungeon profiles take up half of the book.
The next chapter of this book is a bestiary, which begins with a short, one page introduction. This introduction also explains the books ‘Danger Levels,’ which is a 0-5 point scale meant to show how tough a creature is. Although similar to Challenge Ratings in D&D, these numbers are NOT equivalent. Beginning at 0, which denotes a creature that is essentially harmless, moving on to 1, which is an acceptable challenge for low-level or beginning adventurers, and ending at 5, which is a difficult challenge for high level heroes. There is one Danger Level higher than this: EPIC, which denotes a creature so powerful only the most legendary heroes could hope to triumph over it.
The creatures in this book are sorted alphabetically, with the ooze entry containing four different oozes. Creatures showcased are the basilisk, flameskull, gibbering mouther, grung, iron golem, lizardfolk, mimic, ooze (black pudding, gelatinous cube, gray ooze, ochre jelly), roper, sea elf, water elemental myrmidon, and yikaria. Once again, my kids both really enjoyed this section. My son read it all, but my daughter found one creature ‘too spooky’ for her. She saw the gibbering mouther… and promptly flipped right past it. Haha. Both of my kids decided the basilisk was the coolest monster in the bestiary, followed by the grung. My son also enjoyed the roper a lot, while my daughter preferred the sea elf.
The final chapter of this book was my personal favourite: building your own dungeon. This chapter is a simple, but really helpful guide that discusses how to build a dungeon that is exciting, memorable, and actually makes sense. It’s got a lot of wonderful questions and writing prompts, concepts for kids to think about, and fun ideas to spark their creativity. (Many adult D&D players would benefit from reading this short chapter, as well). The dungeon creation process covers coming up with the dungeon concept (the location, creator, and purpose), populating your dungeon (ecology, inhabitants, and traps), mapmaking (which include map symbols and sample maps), explorations and quests (essentially the goal of your adventures in this dungeon), and treasure. Finally, it discusses how to use dungeons to tell a story — either written, spoken, or as an adventure.
My kids both agreed that the mapmaking section of this chapter was the greatest part of not only this chapter, but also the entire book. They absolutely adored it! And you know what? So did I. I like the map symbols key, particularly. I was also really impressed with the opening discussion on the purpose and context of a dungeon, as I believe this is a hugely important, and often overlooked, component of adventure creation. I’m SO happy its in here. Haha.
As an adult reader, I was pleasantly surprised with the diversity of locations and creatures featured in this book. These are cool, exciting places to adventure and imagine, that showcase a wide variety of environments, locations, and play styles. The information included in the monster entries is absolutely wonderful. There’s integral information, great advice, and enough engaging descriptions to get my kids interested and curious. The encounters were a definite highlight of the book, as was the beautiful new artwork found throughout. My favourite section is the ‘Building Your Own Dungeon’ chapter, which is a simple but surprisingly helpful guide to making adventures, maps, and worldbuilding.
The book is high-quality and sturdy, which is important since our copy is sure to take a beating. I’m far from the intended audience for this book, but I really enjoyed reading it. Even more than that, I loved sharing this book with my kids. I loved watching them discover and wonder over the places and creatures inside, and I loved watching them immediately reach for some paper and pencils, to make stories and adventures of their own. Dungeons & Tombs is another wonderful entry in the D&D Young Adventurer’s Guide series. It’s a refreshing, fun, exciting read, sure to spark the imagination of young readers and inspire them to tell stories of their own.
My daughter: “I loved this book. It was exciting, fun, and I even made a whole adventure right away because I loved the basilisk so much. It helped me make maps, too, which is really great! I want to ask Santa for my own copy, because I think my brother and I will both want to use it all the time!”
My son: “I loved it, like my sister did. The book was so amazing it gave me all kinds of cool ideas. It is my favourite book on my shelf right now. I recommend it to kids of all ages, even if they don’t know about D&D.”
“Dungeons & Tombs is another wonderful entry in the D&D Young Adventurer’s Guide series. It’s a refreshing, fun, exciting read, sure to spark the imagination of young readers and inspire them to tell stories of their own.”
My family and I had an absolute blast reading Dungeons & Tombs, and I expect the book to continue to see heavy use in the future. They’re very excited to hear there’s another Young Adventurer’s Guide on the horizon, and will definitely be picking up a copy (or two) Wizards & Spells when it comes out in the spring.
We’d like to give a special thanks to Penguin Randomhouse Canada for sending us an advance copy for review.
Thanks for stopping by d20diaries! We’ll chat again soon.
Over the past few months Paizo has released a ton of short web-fiction on their blog. These thoroughly entertaining short stories and vignettes focus on the Pact Worlds and Golarion, with the Iconic Encounters series showcasing each of the iconic characters in the Starfinder Core Rulebook and the Pathfinder Second Edition Core Rulebook, and the Tales of Lost Omens series showcasing the many meta-regions of the Inner Sea Region. Each instalment has been an absolute delight and, if you haven’t stopped by Paizo’s site and given them a read yet, I highly recommend you do. They’re definitely worth it!
For sake of ease, we’ve compiled the links below.
UPDATE: Be sure to check out the new ‘The Windsong Testaments’ series, featuring tales of the gods of Golarion, linked to below!
UPDATE: Be sure to check out the new ‘Tales from the Drift’ series, exciting short stories that showcase the setting of the Starfinder RPG, linked to below!
Earlier this month the Dungeons & Dragons Essentials Kit finally hit game-store shelves. This collection includes quickstart rules, character sheets, a dice set, DM screen, maps, a new adventure, Dragon of Icespire Peak, and more.
Dungeon Mayhem Expansion: Battle for Baldur’s Gate is the first expansion for the easy to play card game, Dungeon Mayhem, which my kids absolutely adore. With art by Jake Parker, the expansion includes two new decks featuring the ranger Minsc (with his miniature giant space hamster, Boo), and the shapeshifting druid Jaheira. This expansion went right onto my kids’ wish list for Christmas. For more information on Dungeon Mayhem check out our review of the game here.
Finally, at the start of this month two new kids novels were added to the Endless Quest lineup. Written by Matt Forbeck, Endless Quest: Escape from Castle Ravenloft casts readers into the role of a cleric trapped in Count Strahd’s castle, and Endless Quest: The Mad Mage’s Academy casts readers in the role of a foolhardy thief set on stealing the spell book of the Mad Mage himself. What could go wrong?! For full details on the newest Endless Quest books check out our review on them here.
Finally, Paizo has released a mini-adventure meant to be an introduction to Pathfinder Second Edition for new players and new GMs alike. Written byStephen Radney-MacFarland, Torment and Legacy: A Pathfinder Second Edition Demo Adventure is available as a FREE download on their blog, here. I highly suggest you pick it up!
Everybody Games also added another entry into their popular and always entertaining ‘Pop Culture Catalog’ line of products for the Starfinder Roleplaying Game. Pop Culture Catalog: Infosphere Shows is written by George “Loki” Williams.
Monte Cook Games
Monte Cook Games released a free download that discusses how to include mature content in roleplaying games in a responsible manner, particularly in regards to content consent from your players. Consent in Gaming is written by Monte Cook and Shanna Germain.
Rogue Genius Games
Rogue Genius Games released the first of its Monster Omnicrons, a series of short one monster, two stat block, articles compatible with the second edition of the Pathfinder Roleplaying Game. This month’s release is Monster Omnicron: Pyreborn, by Luis Loza!
Rusted Iron Games
Rusted Iron Games recently launched Tombstone, a gritty alternate history wild west setting compatible with Pathfinder Second Edition rules that pits PCs against monsters, magic, and The Blight, a terrifying infection from beyond the stars. A mixture of western, fantasy, and occult horror, it’s shaping up to be a fun and quirky twist on RPGs. This month adds another new ancestry to the line, with Ancestries of Tombstone: Centaur, by Andrew Mullen. Previous releases in this line include Ancestries of Tombstone: Chupacabra by Joshua Hennington, Ancestries of Tombstone: Jackalope by Jacob W. Michaels, and Ancestries of Tombstone: Rougarou by Dennis Muldoon, all of which are available on DriveThruRPG.
Root: The Tabletop Roleplaying Game
Much to my surprise, Magpie Games is launching a Kickstarter on September 17th to help fund their upcoming roleplaying game, Root: The Tabletop Roleplaying game, based on the popular board game Root: A Game of Woodland Might & Right. Based on the Powered by Apocalypse framework, Root: The Tabletop Roleplaying Game looks like a ton of fun. My kids, in particular, are very interested in giving it a try. For a free sneak peek, download Root: The Roleplaying Game Quickstart Guide.
And that’s what we’re touching on this month! Got a favourite release? I’d love to hear about it!
I’ve always loved interactive books that let the reader make decisions, so last year when Dungeons & Dragons released a series of four ‘choose-your-own-adventure’ style children’s books, successfully relaunching the ‘Endless Quest’ series, I picked them up for my children right away. Written by Matt Forbeck, each of these four books cast you in the role of different classes, explored different iconic locations, and tied in with other Dungeons & Dragons campaigns. They were fun, exciting, filled with colourful characters, and featured a bigger sized font perfect for my children. My kids and I were impressed with the quality and content of these books.
Endless Quest is a series of six ‘choose your own adventure’ style novels aimed at middle-grade readers (eight to twelve year olds). My kids are seven and eight years old, placing them at the young end of the intended audience. To Catch a Thief lets your kids (or you!) be a halfling rogue, Into the Junglecasts you in the role of a dwarf cleric, Escape the Underdarklets you play as a human fighter, Big Troublelets you play as an elf wizard, Escape from Castle Ravenloftlets you play as a cleric, and The Mad Mage’s Academylets you play as a rogue. While reading the book your character’s gender — and often their race — has no bearing on perspective or story. It’s invisible, honestly. Only the image on the front reveals your gender. Which is awesome! Both of my kids immediately assumed the character was just like them, irrelevant of the cover image, slipping into the role without hesitation.
Each book is exactly 122 pages long. Most of the pages are filled completely with text and images (no wasted pages here!), and both of my kids found the font size comfortable. All of the books contain a lot of awesome artwork. Some images are in full colour — typically locations or a main character/villain — while the rest are in sepia tones. You’ll find images of allies, enemies, items, equipment, scenery, and locations. Some of the images in the earlier books are even tactical maps, which everyone in the house enjoyed examining, although the two newest books do not contain any maps. Some of the images are on the gory or creepy side, and both of the new books are quite suspenseful.
Each of the Endless Quest books follows a different kind of story, features different main characters with unique motivations and personality traits, involves different situations and enemies, and takes place in vastly different locations. You’ll get to visit actual places from the Dungeons & Dragons campaign setting, both on a large and small scale, which fans of D&D will love. Each book also has cameos from known D&D personalities (including Elminster, Volo, and Xanathar, to name a few, with the new books featuring Count Strahd von Zarovich and Halaster, the Mad Mage). The decisions you get to make are important. Common choices include deciding which way to go, how you choose to deal with other characters, and how you react to situations. Each of the books has ways to ‘win,’ to happily survive but fail, to survive but fail horribly, and to die. The number of these outcomes varies between each book, with the most deadly having more than half of its endings fatal. None of the deaths are graphic, and many are suggested more than described. Some of the endings are quite abrupt, and if you make poor decisions right from the start your story could be over in only a few pages. But, that’s to be expected in books of this kind. The first four books in the series feature some very hard to pronounce names, although the two newest didn’t, which my kids found an improvement. In the earlier books battle was nearly always fatal, although the two newest books allow you to fight and win at least half the time, which made your adventurer seem much more capable. My kids loved this! Particularly because one of the two newest books are the spookiest of the series, and being able to overpower some of the opponents made my kids feel more in control, and less scared.
Escape from Castle Ravenloft is written by Matt Forbeck, designed by Wendy Bartlett, and edited by Kirsty Walters. The art in this book was created by Adam Paquette, Autumn Rain Turkel, Ben Oliver, Brynn Metheney, Chris Seaman, Claudio Pozas, Conceptopolis, Baarken, Eric Belisle, Jedd Chevrier, Jesper Ejsing, Kiernan Yanner, Lake Hurwitz, Lars Grant-West, Mark Behm, Milivoj Ceran, Richard Whitters, Sidharth Chaturvedi, Vincent Dutrait, Vincent Proce, Wayne England, Zack Strella, and Zoltan Boros. Cover illustrations are by Eric Belisle, Mark Behm, and Ben Oliver.
Escape from Castle Ravenloft casts you in the role of a cleric of Tyr, god of justice. Originally from Waterdeep, you character finds themselves in the mist-shrouded, gothic realm of Ravenloft where you catch the eye of the infamous vampire Count Strahd von Zarovich. The story begins with you awakening in a bedroom in his castle, bereft of all your gear except for your holy symbol. Count Strahd welcomes you to his castle, informing you that you’ll be staying indefinitely as his guest. Not wanting to become his vampire spawn or dominated thrall, your character will need to find a way to escape Castle Ravenloft alive. This book coincides with and features characters from the Dungeons and Dragons adventure, Curse of Strahd.
My kids both agreed that this was the spookiest of the books. They were on the edge of their seats the entire time, slinking through eerily silent halls, peeking into dark chambers, and desperately hoping they don’t run into any vampires or werewolves. They squealed in surprise quite a bit — in a good way — and decided they did not want to read this book near bedtime. Haha. It’s a light horror story that my kids really enjoyed. However, it is definitely the scariest Endless Quest book to date, so it will not be for everyone.
This was a bit of a deadly book, but also had quite a few ‘successful’ endings. The majority of the endings involving dying trapped within the castle, a good number involving dying during or after your escape, a few endings leave you trapped within the castle but alive, and a good number result in your escape and survival. Despite its lethality, both of my kids adored it.
There’s a few different characters for you to interact with during the course of the book, two of which my kids really enjoyed — the clockwork jester Pidlwick and a naive young woman called Gertruda. Most of the time my kids were invested in trying to save themselves and figure out which characters were trustworthy and which would betray them. But, after the introduction of Gertruda, their priorities changed, and they became determined to save both her and themselves. Some of the endings involving Gertruda give you difficult decisions to make, such as putting yourself in danger and potentially missing your chance to escape in order to save an innocent — or not! My kids agonized over that a bit, but never chose to abandon the girl — unless they were sifting through the book to try to find the endings they missed.
Although there’s a lot of cool places to explore in this book, it all takes place in and around Castle Ravenloft, meaning there is very little drastic changes of scenery. My son’s favourite part of the book involved combating minor undead with his holy symbol and strength of faith, which always made him feel very proud. He also really liked an ending where you escape the castle but get transformed into a werewolf. My daughter, who has a terrible fear of werewolves, did NOT like that ending at all. Instead, her favourite parts of the book involved interacting with the traitorous Pidlwick!
The Mad Mage’s Academy is written by Matt Forbeck, designed by Wendy Bartlett, and edited by Kirsty Walters. The art in this book was created by Allen Douglas, Andrew Mar, Bryan Syme, Chris Seaman, Christopher Moeller, Clint Cearley, Conceptopolis, Cynthia Sheppard, Cyril Van Der Haegen, David Palumbo, David Vargo, Emily Fiegenschuh, Eric Belisle, Ilya Shipkin, Jason Juta, Jim Pavelec, John Stanko, Kiernan Yanner, Kurt Higgins, Michael Berube, Olga Drebas, Scott Murphy, Sidharth Chaturvedi, Wayne England, and Zelda Devon. Cover illustrations are by Cynthia Sheppard, Jesper Ejsing, and Titus Lunter.
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 Halaster’s magic academy, locate and steal the spell book, and escape — all without getting caught! This book coincides with and features characters from the Dungeons & Dragons adventure, Dungeon of the Mad Mage.
This book involves a lot of subterfuge, interacting with other characters, lies, and betrayal — both from you and the people you meet along the way! My kids really enjoyed this, and were often surprised at the results of their choices. There were lots of interesting characters to interact with, including the mind flayer Cephalossk, tiefling sisters Violence and Turbulence, and the night hag Wormriddle. Both of my kids favourite character was Spite, a child wizard protected by a half-ogre named Dumara (or so they first appear…).
Of all the Endless Quest books to date, The Mad Mage’s Academy felt like the least deadly. Although over half of the endings left you dead and without one of the multiple spell books hidden throughout the academy, the rest all involved your survival, with about half of those also letting you escape with one of the spell books. Much like Escape from Castle Ravenloft, this book all takes place within a single complex, so there’s not much variation in the locations you can visit.
My son’s favourite part about this book was interacting with Cephalossk, and seeing all of the cool traps and magical defences you can come up against your quest for the spell books. My daughter’s favourite parts of this book was interacting with Spite, a wide variety of the ‘escape with the spell book’ endings, and an ending that allows you to take over the academy, which she thought was amazing.
Both my kids and I really enjoyed the Endless Quests books. I highly recommend them for any kids who have an interest in fantasy novels, adventure novels, choose your own adventures, or tabletop RPGs. They’re engaging, variable, and a ton of fun, with each book very different from the others. Fans of D&D will particularly enjoy all the famous places you can visit and people you can meet. Best of all? My kids have read and re-read these books over and over again. They’re going to see a lot of use.
Hello, and welcome back to d20diairies! August 2019 is a crazy month for d20 releases, so buckle up! We’re in for one exciting ride!
Dungeons & Dragons
Although there’s no big D&D releases this month, highlights from last month include the first two releases in the Young Adventurer’s Guide line: Monsters & Creatures and Warriors & Weapons! Both of my kids are huge fans of these books. For more information check out our review on the Young Adventurer’s Guides here.
Last month marked the finale of the Tyrant’s Grasp Adventure Path with Pathfinder Adventure Path 144: Midwives to Death by John Compton. This was the final Pathfinder First Edition adventure to be released. But, as First Edition comes to an end, Second Edition begins. And WOW, there is a LOT of Pathfinder Second Edition products coming out this month!
First and foremost: The Core Rulebook (also available in a Deluxe Edition). This massive 638 page tome contains (almost) everything you need to get started playing Pathfinder Second Edition. With a highly intuitive gameplay system, and incredibly varied character development choices that can be made at every level, Pathfinder Second Edition is shaping up to be absolutely awesome. We’ve just finished reading the rules and can’t wait to get started playing some mini-adventures. GMs, like myself, will also need one other book to play: Bestiary! The Bestiary (also available in a Deluxe Edition) is 357 pages long and contains over 400 creatures with dynamic and diverse abilities. Coming out later this month is another hardcover I’m particularly excited for, Pathfinder Lost Omens World Guide, which advances Golarion’s timeline ten years and shows us what’s happening throughout ten mega-regions of the Inner Sea Region. There’s plenty of changes coming, and I can’t wait to see what’s in store for us.
It may be new, but there’s already plenty of exciting Third Party Publisher releases for Pathfinder Second Edition. Although we haven’t had a chance to read many, below are a few we’re particularly excited for.
Everybody Games has two issues of their ‘Files for Everybody’ line out. Issue 1: Nashi, by Alex Augunas, brings raccoon-folk to Second Edition, while Issue 2: Acrobatics Feats, by Dustin Knight, contains ten new General Acrobatics Skill feats.
Rusted Iron Games recently launched Tombstone, a gritty alternate history wild west setting compatible with Pathfinder Second Edition rules that pits PCs against monsters, magic, and The Blight, a terrifying infection from beyond the stars. A mixture of western, fantasy, and occult horror, it’s shaping up to be a fun and quirky twist on RPGs. Current releases in this line include Ancestries of Tombstone: Chupacabra by Joshua Hennington, Ancestries of Tombstone: Jackalope by Jacob W. Michaels, and Ancestries of Tombstone: Rougarou by Dennis Muldoon, all of which are available on DriveThruRPG. Upcoming releases include more ancestries, and class feats. My daughter has decided to make at least five jackalope characters — one for each heritage — so my PDF is proving well worth the money.
And finally, WizKids! This month saw the launch of the Pathfinder Battles: Legendary Adventures Preview Pack, an 8 miniature sneak peak of the upcoming Pathfinder Battles: Legendary Adventures miniatures. Later this month D&D: Icons of the Realms: Baldur’s Gate: Descent in Avernus is scheduled to launch! This set of random booster boxes features 45 different plastic pre-painted miniatures.
And that’s what we’re touching on this month! Got a favourite release? I’d love to hear about it!
A new series of Dungeons & Dragons books aimed at children is scheduled to launch next week and we are absolutely thrilled to be in possession of advance copies of these delightful new books, which we’re going to share with you today!
The Dungeons & Dragons Young Adventurer’s Guide series is written by Jim Zub, Stacy King, and Andrew Wheeler. The series begins with two simultaneous releases on July 16th, 2019: ‘Monsters and Creatures’ and ‘Warriors and Weapons.’ There are two more books in development that are scheduled to be released in Fall 2019 (Dungeons & Tombs: A Young Adventurer’s Guide) and Spring 2020 (Wizards & Spells: A Young Adventurer’s Guide) and, if they’re popular enough, there may be more beyond that in the future. The D&D Young Adventurer’s Guide series is intended for middle-grade readers (ages 8-12) and meant to inspire these young readers to read, write, create, imagine, and of course, play D&D. The American cover price for each of the books is $12.99, with the Canadian cover price $17.50. Each book is 105 pages long.
Before we take an in depth look at each of the books individually, let’s talk first impressions…
These books look and feel great! They have high quality hard covers, sturdy glossy pages, tons of unique full colour art, and a design aesthetic that’s in line with the adult D&D releases. These books feel like they’re a part of the Dungeons & Dragons line — which is absolutely awesome! It makes my kids feel like these books are just as important as the rest of our D&D books, which in turn makes them feel included and a part of the hobby.
Taken on their own, the Young Adventurer’s Guides have a nice layout, easy to read text, beautiful art, and are well organized. They’re approachable, interesting, engaging, and clearly written for kids, but, at the same time, the books don’t talk down to the reader. These books are written with care, and meant to provide younger audiences an easy to understand introduction to the world of roleplaying games and storytelling, as well as inspire them to make the world and stories their own.
I have two children, a seven year old girl and an eight year old boy, making them on the young end of the intended audience for these books. Both of my kids have very good reading comprehension for their age. That said, both of my kids thoroughly enjoyed these books. My son had no problem reading the books and seemed to understand everything he read. My daughter, understandably, had more trouble, having to sound out a tricky word or two with each flip of the page, and often asking for definitions of words. Despite this, she was fully engaged with reading the books, and never got frustrated. As is typical with many fantasy books, the trickiest words are fictional names of characters and places. While many kids will stumble over these words once or twice before internalizing them, just as many will skip over them and move on. My son didn’t come across any content that he found inappropriate or too mature for him, while my daughter came across a few creatures she decided were a little ‘too spooky’ for her right now, so she skipped those pages and continued on enjoying the rest of the book. Considering the age and reading abilities of my kids, I think these books are well suited to the middle-grade reader level they’re advertised as. My kids loved them, and they definitely have room to grow with the books. We haven’t had them long and already my kids have read and re-read them more than a few times. They’ve already started utilizing information they picked up from the books in their play, storytelling, roleplaying, and gaming. These are the sort of books my kids get a ton of use out of, coming back to them often, and using different sections for inspiration at different times.
It’s important to note that these books are NOT a replacement for the D&D Player’s Handbook or the Monster Manual. The Young Adventurer’s Guides do NOT contain game mechanics or rules. They lay out the major concepts, roles, gear, and monsters in a way that is easy to understand, approachable, and engaging. They’re meant to inspire creativity, without overwhelming readers with rules. I highly recommend this series for for any kids who love adventure, fantasy, horror, monsters, roleplaying, storytelling, or who have exposure to RPGs.
Monsters & Creatures: A Young Adventurer’s Guide is an illustrated guide to the many beasts of Dungeons & Dragons. Featuring one-of-a-kind entries for some of its most memorable monsters, and over 60 brand new illustrations, this book is sure to ignite the imagination of young readers. This book begins with a short, one page introduction which gives the book some context and explains the books ‘Danger Levels,’ which is a 0-5 point scale meant to show how tough a creature is. Although similar to Challenge Ratings in D&D, these numbers are NOT equivalent. Beginning at 0, which denotes a creature that is essentially harmless, moving on to 1, which is an acceptable challenge for low-level or beginning adventurers, and ending at 5, which is a difficult challenge for high level heroes. There is one Danger Level higher than this: EPIC, which denotes a creature so powerful only the most legendary heroes could hope to triumph over it.
The creatures in this book are sorted by the regions they call home, beginning with underground creatures, which are found in ‘Caverns & Dark Places,’ moving up onto the surface with ‘Forests, Mountains, & Other Terrain’ dwelling creatures (which also includes a special sub-chapter on giants of all kinds). Following this is ‘Moors, Bogs, and Boneyards,’ a chapter which primarily focuses on undead creatures with a special sub-chapter on vampires, and ‘Oceans, Lakes & Waterways,’ which is packed full of aquatic creatures. Finally, airborne monsters can be found in ‘Mountain Peaks & Open Sky,’ which also contains a special sub-chapter on dragons. Each monster profile contains information on the size of each beast, its danger level, and tips for how to survive an encounter with one. There’s also lore, special abilities and powers, typical tactics, and a handy list of do’s and don’ts for dealing with these beasts. Finally, new art! This book is packed full of it!
Monsters & Creatures also features encounters, which are short, one page stories that introduce a famous D&D character, place them in a perilous situation involving one of the described creatures, and then ends, leaving each opening scene with a cliffhanger ending. Following this is questions that ask the reader what they think the characters should do next, what would happen in response to those actions, and what the characters should do afterwards. These encounters are meant to guide kids to roleplay their own endings to exciting stories, and question the ramifications of their actions. This problem-solving is a great way to introduce kids to RPGs as both a player and DM.
The book ends with a short chapter on how to use monsters to tell stories, and important questions to contemplate for kids who decide to make stories or engage in RPGs on their own. Things like, ‘who are your characters,’ ‘where does your story take place,’ ‘how do things change as the story proceeds,’ and so on. Finally, there’s a short blurb about Dungeons & Dragons, and how to get into the game.
So what creatures, exactly, are featured in Monsters & Creatures? Plenty! ‘Caverns & Dark Places’ includes the beholder, bugbear, carrion crawler, flumph, goblin, mind flayer, myconid, and the legendary Demogorgon. ‘Forests, Mountains & Other Terrain’ includes the centaur, displacer beast, owlbear, sprite, treant, unicorn, hill giant, stone giant, frost giant, fire giant, cloud giant, storm giant, and the legendary fire giant Duke Zalto. ‘Moors, Bogs & Boneyards’ includes the banshee, skeleton, vampire lord, vampire spawn, and the legendary vampire Count Strahd Von Zarovich. ‘Oceans, Lakes & Waterways’ includes the aboleth, dragon turtle, and merrow. ‘Mountain Peaks & Open Sky’ includes the griffon, pegasus, white dragon, green dragon, black dragon, blue dragon, red dragon, and the legendary Tiamat, Queen of Evil Dragons! Encounters are included for the frost giant, green dragon, myconid, skeleton, and unicorn. My son most enjoyed reading about unicorns, flumphs, blue dragons, and vampires. My daughter most enjoyed reading about the beholder, flumph, dragon turtle, dragons, and Tiamat. My daughter also came across a few creatures that she decided, either from the art or after reading the first few sentences, were ‘too spooky’ for her. She promptly skipped those monsters and moved on with the book. The monsters she skipped were the carrion crawler (she’s afraid of bugs), the aboleth (she thought it looked creepy), and the mind flayer (it had a giant brain behind it and she was pretty sure she didn’t want to know why).
As an adult reader, I was pleasantly surprised with the array of creatures featured in this book. There’s a lot of iconic monsters in here, a ton of fantasy staples, and some quirky creatures that most kids will be discovering for the first time. Some of the choices were a bit gutsy for a kids book — the mind flayer and demogorgon, for example — but I’m thrilled to see them included. I’m pleased to see that not all of the monsters are evil creatures, there’s plenty that can be befriended or negotiated with. The information included in the monster entries is absolutely wonderful. There’s integral information, great advice, and enough engaging descriptions to get my kids interested and curious. The encounters were a definite highlight of the book, as was the beautiful new artwork found throughout. The book is high-quality and sturdy, which is important since our copy is sure to take a beating. I’m far from the intended audience for this book, but I really enjoyed reading it. Even more than that, I loved sharing this book with my kids. I loved watching them discover and wonder over the creatures inside. Monsters & Creatures is a refreshing new take on the world and lore of D&D, sure to delight young readers, spark their imagination, and inspire them to tell stories of their own. Cover to cover it’s great fun.
My daughter: “I loved this book. It was fun to read and the pictures were beautiful! I give it two thumbs up! I think I will read it again and again. I really loved the flumph! It was the best creature in the book. That’s what I think.”
My son: “I think that I love this book. All kinds of kids should read it. I think most would love it, too! Especially if they already like D&D and RPGs and things. I think that it is fun and I’m going to read it a lot!”
“Monsters & Creatures is a refreshing new take on the world and lore of D&D, sure to delight young readers, spark their imagination, and inspire them to tell stories of their own. Cover to cover it’s great fun.”
Warriors & Weapons: A Young Adventurer’s Guide is an illustrated introductory guide to the many kinds of warriors you can create in Dungeons & Dragons, along with the weapons, armour, and adventuring gear that they’ll make use of. Featuring one-of-a-kind content and over sixty new illustrations, this book gives young adventurers the information and inspiration they need to create their own characters.
Warriors & Weapons begins with a quick introduction that makes it clear that this book is meant to help the reader and their friends make characters of their own. The rest of the book is divided into three major sections: fantasy races, character classes, and equipment. There’s a large array of fantasy races covered in this book — most I expected to see included, but a few were surprises that I knew of but didn’t expect to make the cut. Each race is covered in two side-by-side pages. It starts with new art and a few questions that can help kids figure out if they’ll like playing that race. You’ll also find information on their age, size, attributes, and a few paragraphs about the race and how they act or fit into the world. The races included in this book are human, dwarf, elf, gnome, half-elf, half-orc, halfling, dragonborn, kenku, tabaxi, tiefling, and tortle.
Warriors & Weapons is a book about warriors. It should come as no surprise then, that not all of the character classes are covered in this book. The martial classes are included. That means there are six classes covered in the chapter on classes: barbarian, fighter, monk, paladin, ranger, and rogue. Each class entry contains a few questions that can help kids figure out if they would enjoy making a character of that class, information on the class, its major low level abilities, and the weapons, armour, and gear they’re capable of using. Many also include information on the various archetypes, paths, and specializations available to those classes. After each class entry is a two page spread that takes a look at a famous example of that character class. These ‘legendary heroes’ include Wulfgar the Warhammer, Bruenor Battlehammer, Whey-Shu, Redclay, Minsc the Mighty, and Shandie Freefoot. The class section also includes a little flowchart that can tell kids what class they’re most like, and a short section on character backgrounds, attire, details, inspiration, and flaws.
The Equipment section takes a quick look at weapons (swords, polearms, other melee weapons, ranged weapons, and special weapons), armour (light, medium, heavy, and shields), survival gear, adventuring gear, tools, and some special packs for more specialized endeavours (burglar’s pack, dungeoneer’s pack, explorer’s pack, and vampire hunter’s pack). All of the weapon and armour entries talk about the pros and cons of utilizing items of that types, and showcases a few popular versions. The other equipment entries talk about the purpose of different kinds of gear, being prepared for your adventures, and why selecting the right equipment for your character is important. Finally, this section also contains a quick monster entry about the terrifying… rust monster!
The book ends with a few comments about how you can use your characters to tell stories of your own, and a quick blurb about Dungeons & Dragons and how to get involved in the game. Most of the information on these back few pages is the same as that contained at the end of Monsters & Creatures.
My kids both adored this book. They love flipping through the races and classes, answering the questions, and making up characters. My daughter particularly enjoys the flowchart that helps you pick out the class you’re most like, and has spent a lot of time making up her own quizzes to determine our race and class. She often sits down beside me, flips open her book, and announces, “Mama! Pick a race!” I cannot stress enough how much she enjoys using this book to make characters and character concepts. My son really enjoys reading about the legendary heroes, with both of my kids agreeing Minsc the Mighty and his hamster Boo are the coolest characters in the book. (I’m pretty sure Boo the hamster would win in a popularity contest between the two of them around here, haha). When it comes down to it, I think they enjoy the sections on races and classes more than the section on equipment. Warriors & Weapons is, without a doubt, a book that has sparked my kid’s imaginations. It’s inspired them to create characters, make stories, and share their ideas with the people around them. With a few flips of the page they imagine themselves heroes. And what could be better than that? This book is sure to have a place on my kids’ bookshelves for years to come.
My daughter: “I loved this book! Especially the little chart! It’s so much fun! It was a great book and I give it two thumbs up!”
My son: “Warriors & Weapons was pretty much as good as Monsters & Creatures, but I liked Monsters & Creatures better. I love how it lets you make your own characters with races and classes. The legendary characters were the coolest part. Especially Whey-Shu and Boo.”
“Warriors & Weapons is, without a doubt, a book that has sparked my kid’s imaginations. It’s inspired them to create characters, make stories, and share their ideas with the people around them. With a few flips of the page they imagine themselves heroes. And what could be better than that? This book is sure to have a place on my kids’ bookshelves for years to come.”
My family and I had an absolute blast with these books. Monsters & Creatures and Warriors & Weapons have both been read a lot by my kids, and I expect them to continue to see heavy use in the future. My kids have already decided they would each like their own copies, so they’re saving up their money to pick up an extra copy of each book. We’re very excited to hear there’s more Young Adventurer’s Guides on the horizon, and will definitely be picking up a copy (or two) of Dungeons & Tombs and Wizards & Spells when they come out.
We’d like to give a special thanks to Penguin Randomhouse Canada for sending us advance copies for review.
Thanks for stopping by d20diaries! We’ll chat again soon.
Over a year ago my family started playing the Dead Suns Adventure Path by play-by-post. The hows and whys of our decision to play online instead of at a table in our own home, and why we started playing it in the first place, is something I’ve already written about. Suffice to say, time is a factor (it always is, isn’t it?). Time to play, time to prep, time we could be dedicating to other games or other things.
Life’s busy. But, my kids adore the Dead Suns Adventure Path. They love their characters, and have a blast playing them. So, due in no small part to the requests of both of my children, we’re finally bringing our Dead Suns campaign to a proper table! Which means, it’s time to talk Dead Suns…
Dead Suns is a six-part Adventure Path for the Starfinder Roleplaying Game that sees your PCs join the Starfinder Society, and race to gain control of an ancient super weapon before the undead Corpse Fleet or the terrifying Cult of the Devourer get their hands on it and lay waste to the galaxy! Dead Suns and its supplementary products include:
You can also check out the awesome trailer for Dead Suns below:
Dead Suns is the first campaign that was released for Starfinder, which means there’s a few kinks to iron out, particularly in regards to the difficulty of starship combat. It’s a fun, tough adventure, and my family is sure to have their hands full surviving to the end. There’s only three of them (four if we include my NPC), and my children don’t always make the most sound tactical decisions. To top it all off, my family did NOT make a balanced party AT ALL. But, you know what we did make? A goofy, group of weirdos that are a ton of fun to play.
So who are the heroes of our Dead Suns campaign?
So glad you asked!
At the centre of our team is my NPC T’Kesh. I know, I know. I’m the GM so why the heck is my character the heart of the team? For reasons I’ve already written about here! Haha. It makes sense, I swear!
T’Kesh is a red-scaled ikeshti (think of them as alien kobolds) from Akiton who, like most of her people, has a voracious appetite, a knack for surviving in the harshest of environments, and a willingness to stick pretty much anything in her mouth. She’s a hunter and a cook, and soon found she was exceptional at both. Like all ikeshti, life changed when she reached adulthood. Ikeshti who are in heat become incredibly aggressive, growing larger and angrier until they successfully mate and lay eggs. Those who cannot mate successfully turn into ravenous, violent monsters known as riveners. Luckily, T’Kesh found a mate and laid a clutch of eggs. Then, she and her mate fought to the death! (Which is absolutely normal behaviour for ikeshti parents. I blame the hormones…). TKesh won, which allowed her to become something known as a Congregant — a female ikeshti that is overcome with the need to ensure the success of her people as a whole. Not necessarily her individual eggs or young, but the whole of the ikeshti race. So T’Kesh set out to find a male brood-minder to tend to her eggs, dragged him back to her nest, and took off, heading for the nearest city. She marketed her talents at hunting and cooking, entering contests, competitions, and making home-made survival and cooking videos until she went viral. She bought herself a ship and convinced a local holo-vid station to let her have her own reality show: T’Kesh: Killer Chef! In the time since T’Kesh has travelled the Pact Worlds and beyond, surviving in harsh environments, hunting her own prey, and turning it into delicious gourmet meals. Whatever she doesn’t eat she turns into her own line of R2Es named after each episode of her show. T’Kesh: Killer Chef became a hit, allowing T’Kesh to send a hefty amount of credits back to her people.
T’Kesh is a bombastic, self-centred, resourceful ikeshti with a habit of narrating her exploits to the constantly filming video drones that follow her around. She fights with a survival knife, tactical pistol, and a sniper rifle. Mechanically, T’Kesh is an icon operative explorer that uses her surroundings to her advantage. She’s well-versed in a variety of physical, social, and survival skills, but knows next to nothing about technology.
While on Akiton T’Kesh met an SRO named Rabbot. Small in stature and rather slender, with a square squat base with large treads, a pole-like body, two stick-like arms, and two skinny antennae that stick up out of her head like the rabbit ears on an old tv, Rabbot is a bit of an enigma. She doesn’t talk about where she comes from, nor why she felt the need to work with T’Kesh. But, when T’Kesh was in need of a cinematographer for her hit show, Rabbot showed up for the job. In addition to working the cameras, Rabbot’s antennae function as a signal booster, and her torso can reconfigure itself into a small stove. Unknown to all but Rabbot, the little SRO has a hidden compartment in her forearm which contains a single, tiny, rabbit stuffed toy. Rabbot is very protective of her ‘baby’ and pets it when no one it looking. At all other times she denies its existence.
Rabbot is two and a half feet tall but can adjust her telescopic body and neck to be taller and shorter at will. Her treads allow her to be highly mobile, but make stairs and getting up onto high surfaces difficult. In such terrain Rabbot activates ‘jump mode’ which allows her to bounce up onto higher surfaces with ease and is likely the origin of her name. Rabbot has a robotic, monotone voice, and always begins every sentence with “Beep…. bop… rabbot…” making her seem rather serious and dim — which couldn’t be further from the truth! Rabbot is intelligent, cunning, and fond of telling jokes.
Mechanically, Rabbot is a roboticist operative with the ghost specialization. She’s prone to quickly building barricades for cover and protection, before slinking off to another location entirely without anyone noticing. She’s exceptionally good at acrobatics, disguise, stealth, and sleight of hand, and is a fair judge of character. She’s a solid pilot and engineer with a preference for tinkering with mechanical devices over computers. Rabbot fights with an azimuth laser pistol and is my seven-year old daughter’s character.
My daughter is the driving force behind us playing Dead Suns in the first place, and finally bringing it to the table. Her absolute love for Rabbot and her companions, and passion for the game is absolutely astounding to see in one so young. She’s thrilled to share Rabbot with all of you!
The next person to join the T’Kesh: Killer Chef crew was Nubb, a snot-nosed goblin with a habit of sticking everything in his mouth. Yes, everything. Once experimented on by unknown parties, Nubb has an advanced AI installed in his brain which makes him exceptionally intelligent and good with technology. Of course, Nubb himself is exceptionally dumb, even by goblin standards, which makes the Nubb of today a strange mix of reckless stupidity, wanton destruction, and computer genius, mixed with bouts of astounding brilliance. Interfacing with his AI through a series of holographic screens transmitted directly to his eyes, Nubb is often seen poking randomly at the air and talking to himself, going through the motions of touching screens only he can see. Nubb works as T’Kesh’s editor, prepping the footage into episodes of her show, and transmitting them to the show’s producers back on Akiton.
Mechanically, Nubb is a cyberborn operative with the hacker specialization. He’s nimble, smart (most of the time), and a whiz with technology of all kinds. He fights with a survival knife, needler pistol, and a laser pistol, but the majority of his wealth is invested in the AI and computer installed in his brain. Nubb is my husband’s character and the resident trapfinder, disabler, and hacker.
Finally, we have Skitt. Skitt is a super helpful yellow skittermander that desperately misses the little ‘tummy mouth’ he was born with. It was so helpful for eating! And Skitt LOVES eating. Eventually he had a new one made and installed as an augmentation, which he thinks is really neat. Skitt met the crew of T’Kesh: Killer Chef on Vesk-6 and, after hearing the word ‘chef’ Skitt couldn’t help but offer them his friendly services! T’Kesh told him to get lost — over and over again — but Skitt was always good with people! So he cast charm person and her and she didn’t complain anymore. …For a few days, at least! And so Skitt became a member of the crew! He works cameras (usually accidentally filming his feet) and helps with dialogue (which usually results in scenes having to be reshot). T’Kesh fires him at least once a week, but his magic-friend-making-smiley-spell always fixes that up real quick! Despite the many ways that Skitt messes everything up, he is friendly, helpful, enthusiastic, and cheery, making him the cheerleader and emotional heart of the group. He loves to sing and dance, and can even talk to animals — a trait which T’Kesh occasionally makes use of on her hunts.
Mechanically, Skitt is a priest mystic who worships Weydan, god of discovery, exploration, and freedom. He has the xenodruid connection and knowledge of a variety of living things. His favourite spells are charm person, life bubble, and mystic cure, while his favourite zero-level spells are ghost sound, stabilize, telekinetic projectile, and token spell. Although Skitt carries a survival knife and a laser pistol, he much prefers to use telekinetic projectile to throw things around with his mind — always being sure to point his many hands at his enemies like guns and shout ‘PEW PEW PEW!’ at them. Skitt is my eight-year-old son’s character.
Yes, you read that right. My family of four made three operatives for an adventure path. All the characters are small and dextrous, and none of them are physically strong. Far from a balanced party, I know. But, you know what we’re good at? Skills! Haha.
The Dead Suns Adventure Path begins with Incident at Absalom Station. The PCs have just arrived on the station to meet with a dwarf by the name of Durovar Kreel, who is supposed to be their contact in the Starfinder Society. Unfortunately, he dies in the first scene and it’s up to the PCs to work with the Starfinder Society to solve his murder. This leads the PCs to joining the Starfinder Society, and sets in motion a series of events that will take them farther and farther away from their home in order to save the Pact Worlds.
When my family started playing this adventure path we were already playing in the Starfinder Society, and didn’t want our AP characters to be doing the same thing. So, we decided to make a few changes. Although the AP itself and its characters would remain the same, the organization we work for would have a different name and purpose. It’s name?
That’s a story for another time!
We’ll be back later this week with our first campaign update for Dead Suns: Busted Up Dreams! See you then!
The Dead Suns Pawn Collection contains over a hundred pawns that include allies, enemies, monsters, and starships. The minis in this set are highly versatile, and definitely going to see some heavy use even after the campaign is over.
There’s a lot of awesome pawns in this collection, so narrowing down our favourites was tricky! Our favourite medium figures are the dwarf, Durovar Kreel, and the Downside Kings thugs. Both are incredibly versatile, easy to use, and look awesome. Our favourite large pawns are the whiskered renkroda, Ilthisarian, Gatecrasher, and scavenger slime. Why? They look like nothing else I own. Of the big pawns, I like the sky fisher a lot, while for ships I like the Crypt Warden, a ‘Batplane’-like Eoxian ship, and the Barrow Catacomb, which looks fierce!
Now, I know what you’re thinking. Why Dead Suns? It’s been out a while now. Surely I’d rather have Against the Aeon Throne or Alien Archive 2?
Our story begins back when Starfinder was new… The rulebook had just hit my hands and I was scouring it for character concepts and cool locations to adventure in. ‘Eww, bugs!’ I thought, ‘NOT playing a shirren.’ (My, how the tables have turned! I love those fellas!). I was excited to check out the first Adventure Path and see what the Starfinder Society would look like. So imagine my surprise when I realized the first adventure path would feature the Starfinder Society. Why would I want to adventure with them when I’m going to get a ton of that in the Starfinder Society? In short, I didn’t. A little disappointed I gave Dead Suns a cursory glance and decided to jump into the Starfinder Society with both feet.
It wasn’t a mistake. I adore the Starfinder Society, both it’s structure, low price point, and exciting adventures. 100% huge fan. But, later down the line when I was getting into the world of play-by-post gaming I was looking for some fun Starfinder games to join –– I was up to date with all the SFS scenarios at the time –– when I stumbled across a recruitment for the Dead Suns Adventure Path. I created a character, applied, and was accepted. We had some rough patches at first. Players arguing and some drop-outs. But the GM crafted a really detailed world for us to adventure in, and it showed. Unfortunately, we played together only a few months before the GM stopped posting, and my glitching, emotionless, android mechanic hung up her adventuring shoes. I was disappointed, of course. But, I was also hooked.
I loved Dead Suns.
So, a short while later, when my brother asked if I’d let him practise GMing a one-shot of Starfinder I hopped at the chance. I offered him one of my SFS scenarios to practise on, but he declined. He owned the first volume of Dead Suns and wanted to give it a shot.
I spent a solid week planning my character. There would only be myself and an NPC run by my brother, and we would only have a single afternoon to play together (while our kids ran around my house causing havoc), so it needed to be something easy to play, and have a personality or background I could capitalize on quickly. Something fun! Something crazy! With a race I couldn’t use in SFS.
I decided to make an ikeshti congregant who left Akiton to make her fortune. She could send her money back home to support her people and adventure for both excitement and coin. Simple motivations that would let her hop into the action. So how, exactly, would she make her fortune? Reality TV! My ikeshti, named T’kesh, would be a reality star known for hunting down exotic prey, cooking it, and eating it. Everything she didn’t eat she would craft into her own line of R2Es named after the episodes and dishes she created! She was a hunter, chef, and daredevil! I decided to call her show ‘T’Kesh: Killer Chef!’ I made her an operative with the explorer specialization. She fought with a knife, tactical pistol, and sniper rifle.
When I told my brother he laughed and decided to create his character to be her cameraman. A mystic lashunta who dreams of creating award winning documentaries, the poor guy was stuck filming my crazed ikeshti’s absurd hunting-cooking show.
Thus prepared we sat down to play. We only got a few minutes into the session before my daughter stuck her head up to the table. She was six at the time, and had only learned how to play Starfinder a week or two before. “Can I play, Uncle?” she asked.
“…Uh…. No, I don’t think so. I don’t have time to help you play today.”
My daughter gave him a pouty scowl and stayed there, stubbornly perched at the edge of the table with her eyes and nose just barely above the tabletop.
Soon the first fight broke out. “Can I at least roll something?” My daughter asked. “I can count, you know.”
My brother said no again, but I’m a sucker for including kids in RPGs. “Oh, let her roll something. She can grab a mini from your bucket and act like a bystander. You use an enemy stat block and she’ll just move and roll. It’ll be fine.”
My brother relented and my daughter peeked into the mini bucket. She found little droid mini from the Star Wars RPG and plopped it on the table. “This is Rabbot!” she announced grandly. “I am an SRO operative with the ghost thing! I will sneak around really quiet like a bunny! I have antenna on my head, and they look sort of like skinny rabbit ears! Also, I am your second cameraman! My eyes record pictures and sound like a camera and my tummy can turn into a stove.” She moved her mini onto the board. “Beep… bop… rabbot… Oh no…. what is with this… fighting…”
When it was her first turn she looked at the board and then looked up at my brother. “Does rabbot have a tactical pistol or an ‘az-ma’ laser pistol? I hope it is a laser one. They shoot way further.”
“Uh… sure. Laser pistol.”
“YAY!” she moved her mini around behind some cover then snuck up on top of a crate. “Trick attack with stealth!” she yelled, rolling her dice. Then she did her best robot voice. “Beep… bop… rabbot… eat this…” She fired her laser pistol, scored a critical hit, and spent the rest of the fight being an absolute rockstar. She was focused, remembered all her rules, and spontaneously created an adorable, thoroughly entertaining character.
When the game was done my brother left and my daughter grinned, “When do we play next, Mom?”
“We don’t,” I told her. “Sorry, baby. We were just playing Dead Suns that one time.”
“But, Rabbot is the coolest.” She gave me a pouty face then added in her best robot voice, “Beep… bop… rabbot… don’t let me… die…” She stuck out her tongue and closed her eyes, making a very silly ‘dead face.’
We didn’t have time to play another game at the table, so I had to say no. But, weeks passed, then months, and she never lost interest. Eventually, I buckled. Sort of. I told her we could all make characters and try Dead Suns out as a play-by-post. But, it would be up to all of us to take the time to write out our turns. She was absolutely thrilled and forced everyone in the house to get characters made. She insisted I keep T’Kesh, of course, and that she would play Rabbot. My son made a skittermander mystic with the xenodruid connection. He named him Skitt and decided that he tried to be a helpful cameraman too, but he was horrible! In fact, the only reason T’Kesh allowed Skitt on her team was through Skitt’s heavy use of charm person spells. Also, he could talk to animals. My husband gave it some thought and ended up making a space goblin operative with a supercomputer implanted in his brain. He named him Nubb, and decided he could act as an editor for T’Kesh: Killer Chef!
Yes, we had a mystic and a whopping three operatives. SUCH a balanced team (not). Surely this would turn out great…
We didn’t always have the time to post in our Dead Suns campaign, but we never stopped playing it. Just this month both of my kids insisted that their Dead Suns characters were their very favourites and they really wanted to bring Dead Suns to the table. So, we did some shuffling and carved out some time. Dead Suns would enter out weekly game rotation.
I didn’t need to pick up the Dead Suns Pawn Collection. A lot of the minis I already have from the Core Rulebook, Pact Worlds, and Alien Archive could cover what I needed. But, my kids really love Dead Suns, and I wanted to make it special.
Plus, did I mention I love Pawn Collections? What better excuse could I have to pick them up!? Haha.
Minis in hand and statistics transferred to proper character sheets, we’re ready to bring this game to life.
My daughter couldn’t be happier. This morning she looked at me with her big brown eyes and gave me a giant hug. “Thanks for not letting Rabbot die, Mom.”
Wayfinder, a free magazine made by fans of Paizo’s popular roleplaying games, has just announced their topic of their next issue. Wayfinder #20 will be all about the Diaspora, an asteroid belt in the Starfinder RPG.
Everyone is welcome to create and submit an article to the fanzine, no previous experience required. Submissions can contain a wide array of content, from advice, fiction, poetry and songs, to aliens, enemies and allies, and new rules content. So whether you want to make some themes, monsters, or nifty places to explore, now’s your chance.