Shackled City: Part Five: This Place is the Pits!

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, and Shackled City: Part Four: Enter the Malachite Fortress.

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 he 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.

shackled city jzadirune group
The team!

The Adventure

Our eclectic crew of musicians, janitors, and locksmiths, stood in an empty forge which had clearly been the site of a slaughter. Our heroes had battled enemy hobgoblins and goblins only moments before 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.

The group spent a moment catching their breath, whispered a few prayers for the people they had saved, then turned their attention to their surroundings.

“…Right!” my son decreed.

We opened the right door and found ourselves in a cross shaped hallway with a variety of doors. There was the echo of muffled conversation in the air, with at least one of these nearby rooms inhabited. Warily, Aeris led the way forward. But as she reached the intersection she cursed! There were a pair of hobgoblin guards on watch at both ends of the hall! The pulled out their bows and grinned.

“Meal time, boys!” one of them bellowed. The muffled voices from the nearby rooms took up the call.

“Uh-oh,” my husband remarked.

Rabbity shot a blast of water at the nearest guard and leapt off Panthy.

“Eat the next person you see come out of there!” she commanded her panther as she gestured at the nearby door.

Panthy growled and prepared to fight. Meanwhile the guards pulled out their bows and fired arrows at our heroes. Aeris took a few hits, but Rabbity’s quick reflexes saved her from injury. Aeris moved to step forward only to have the ground fall out beneath her feet! Pit trap! She launched herself across the pit and came up in a roll, landing on the far side. With a backward glance she called out, “Watch your step!” Then she lunged forward and moved right up beside the hobgoblins. Finding their bows useless in close quarters they snarled at her.

“This won’t save your friends!”

“We’ll see,” Aeris replied defiantly.

Back on he other side of the pit Mick stood in the centre of the room and cast a magic spell, summoning his grand piano right into the hall. Then he began to play a happy little tune. As he played he danced, kicking his legs wildly. Falco pulled out a tanglefoot bag and tossed it at the guards on the other side of the intersection.

“Patch! Get in here! Are there any more traps?”

“I d-d-don’t know!” Patch stammered nervously. “I’ll ch-check!” He hurried into the room and looked around. “Yup! M-m-m-more pits right beh-h-hind us.”

“Where?”

“Here and there and w-w-well… Everywhere!”

“Don’t moooooove!” Mick sang. “Got it! Hold your grounnnnd, hold your grounnnnd, watch your steeeeeeep!”

“Aww man!” shouted Rabbity. “This place is the PITS!”

My daughter grinned. “Get it, Mom? Pits! And there are pit traps around us! Hahahahahaha! That’s so funny.”

I laughed.

malachite fortress - shackled city - this place is the pits - d20diaries
“This place is the PITS!” (Room M22 with surrounding guard and bunkrooms).

Suddenly a door beside Rabbity opened. Panthy launched herself at the offending door-opener, clamping down on their neck with her jaws and tearing at them with sharp claws.

“I hope that’s a bad guy,” my daughter remarked a little too late.

Luckily it was an enemy. But, even as they fell to the panther, more hobgoblin soldiers gathered in the room behind him. Hobgoblins crowded into the side hallways from the other nearby rooms, trying to get at at the intruders. A pair lunged at Mick only to get a kick to the face for their trouble. Rabbity splashed away with her water blasts from the centre of the group. Panthy fought with tooth and claw, and Patch leaped over the hidden pit and moved into melee with the southern archers. Luckily, as much as the odds were against them, only so many hobgoblins could engage the group at once. The battle was long and fierce, but soon our heroes thinned the enemies ranks until only a pair of hobgoblins remained. Aeris, bloodied and out of breath from taking on the northern guards, leapt back over the pit and helped her companions finish off the stragglers.

They waited for a while…. Out of breath and wounded… Weapons clutched in hand…

“What are we waiting for?” Rabbity asked the others quietly.

“Heroes always wait dramatically,” Mick answered wisely.

Rabbity waited another moment…  “But it’s boring.”

“Heroes deal with it anyway,” Mick replied.

Aeris, who hates wasting time, checked out the side rooms, searching enemies and chambers for useful gear. They found a cache of healing potions in a nearby guardroom and drank what they could. Patch leaped back over the hidden pit trap and told the group.

“There’s v-v-voices on the other side. D-d-doesn’t sound like pris-s-soners.”

“We go the other way, then,” Rabbity announced. “We need to find Griffin before he gets SOLD!”

At Rabbity’s insistence the group crossed the northern pit trap and entered the far northern room.

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It lead to a grand square chamber with a massive chain-draped statue in the centre of the room.

“If that attacks me, I’ll be angry!” Mick exclaimed. “You go first, Aeris.”

“My hero,” Aeris replied with a roll of her eyes. She drew her longsword and moved forward, but the statue never moved. …The chains did! They thrashed and lashed at Aeris! She parried the chains and backed up. “Get out of its reach!”

The gang hurried back out of the hall and attacked it from afar. Being mostly immobile and draped all over a statue, the chains proved little trouble. All it took was time.

The band continued on, finding two secret passages and pair of grand double doors. One of the secret doors they discovered led back to the original entry hall, so they returned to the statue chamber. They pushed open the double door to find a massive bridge. Falco created some magical lights and sent them across the bridge. They illuminated a rough stone cavern that stretched farther than they could see. Far below the bridge was an underground river.

“Hmmm…” Mick grumbled. “The riddle said we would find the kids in the Malachite Hold. That place over there is just… rock.”

“It probably leads to the Darklands,” Falco announced. “It stands to reason. They need to sell their slaves to someone, and there’s no other settlements nearby. Not that would buy slaves, that is.”

Rabbity twitched her nose. “I do NOT want to go to the Darklands…. Let’s turn around. We need to finish exploring the fortress.”

“Agreed.” replied Aeris. She ushered everyone inside, shut the doors, and barred them. Then she listened at the second secret door. “Sounds quiet.”

“I think that prisoners would be noisy. They would cry and stuff,” my daughter pointed out. “And we missed some rooms back near the forge where we found those prisoners.”

“Oh, yeah! I want to go back that way! I had a good feeling about that forge-door!”

My husband, who clearly wondered what was behind the secret door right in front of him, chuckled. “Alright, alright. We’ll go there next.” As the gang got ready to retrace their steps and continue their exploration, we tidied up and got the kids ready for bed. Saving the prisoners would have to wait for another day.

Thanks for joining us, everyone! I hope you enjoyed getting to hear a bit about our crazy adventures. We’ll see you again soon!

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.

Pathfinder Society Scenarios: Breath of the Dragonskull and Fragments of Antiquity

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

scourge of the farheavens - dolok darkfur - sebastian rodriguez
Dolok Darkfur from #9-18: Scourge of the Farheavens and #10-12: Breath of the Dragonskull. Illustrated by Sebastian Rodriguez. Art courtesy of Paizo Inc.

Pathfinder Society Scenario #10-12:Breath of the Dragonskull is a Tier 1-5 adventure written by Michael Sayre. It takes place in Iobaria, beginning in the Starrise Spire of Nerosyan, before quickly travelling to Mishkar and the Findabar Forest. It features creatures from Pathfinder Roleplaying Game: Bestiary and Inner Sea Monster Codex (although all of the necessary stat blocks are included within the scenario) and includes content from the Core RulebookAdvanced Class Guide, and Ultimate Equipment. It utilizes the Pathfinder Flip-Tiles: Forest Starter SetPathfinder Flip-tiles: Forest Perils ExpansionPathfinder Flip-Mat: Forest Fire, and a custom half-page map.

This adventure tasks the PCs with protecting a caravan of Sarkorian refugees who are scheduled to begin a journey from Mishkar back to their long-lost homeland of Sarkoris (recently the Worldwound). The caravan has run into trouble with goblins, a forest fire, and centaurs, and need assistance so they can get underway. PCs will need to protect the caravan’s members, figure out what the heck is going on, and put a stop to it. Breath of the Dragonskull continues the storyline from #9-18: Scourge of the Farheavens, and features Dolok Darkfur and Nelket, with Jorsal of Lauterbury serving as Venture-Captain. This scenario involves a lot of interacting with the forest fire, so be sure to prepare your characters appropriately after the mission briefing. I loved the new characters introduced in this scenario — particularly Dragbog — and the various social encounters. There’s a lot of them, and they’re great fun. The battles are enjoyable and each is more complicated than it seems, which I was really happy to see. My only complaint is that if PCs manage to avoid some of the encounters (which they could), this scenario could pass by rather quickly. Overall I thought this was a really fun scenario. I can’t wait to run it for my family. I give it five out of five stars.

Kaana Korag by Tawny Fritz
Kaana Korag from #10-12: Breath of the Dragonskull. Illustrated by Tawny Fritz. Art courtesy of Paizo Inc.

Pathfinder Society Scenario #10-13: Fragments of Antiquity is a Tier 5-9 adventure written by Sam Polak that takes place in the Hao Jin Tapestry. It features creatures from Pathfinder Roleplaying Game: BestiaryBestiary 4, and the Monster Codex (although all of the necessary stat blocks are included within the scenario) and contains content from the Core RulebookAdvanced Player’s GuidePlanar AdventuresUltimate Combat, and Ultimate Equipment. This scenario heavily utilizes Pathfinder Flip-Mat: Arcane Library. It also features Pathfinder Flip-Mat: Falls and RapidsPathfinder Flip-Mat Classics: Forest (although it’s unlikely you’ll need to run the encounter that uses the Forest Flip-Mat), and a full-page custom map. This mission continues the ongoing Hao Jin Tapestry storyline. Players who can speak Tien will be a great boon during this scenario.

This adventure tasks the PCs with exploring a library within the Hao Jin Tapestry to collect important documents and clues related to the fate of Hao Jin. But, this isn’t as simple as it sounds. PCs will need to deal with kobolds, traps, and mysterious enemies during their mission, in addition to navigating the library. I thought the library location was interesting and atmospheric, but quite complex, so GMs will want to take some extra time to familiarize themselves with it thoroughly. I really enjoyed the interactions with the Scalebreaker kobolds, although they’re quite brief. Particularly canny PCs may be able to gain some extra insights that will be useful for them later on. This scenario is light on combat, but heavy on hazards, so it balances out quite nicely. The final battle in this scenario was very exciting and could prove to be quite challenging, particularly in the lower subtier. In the hands of a clever GM it would be a blast to play. Overall I enjoyed this scenario, particularly the brief interactions with the Scalebreakers, but it will take a solid GM to really make it shine. It’s not the easiest scenario to run. I give it four out of five stars.

Bridge-and-Logs by Tom Ventre
Bridge-and-Logs, Chieftain of the Scalebreakers from #10-13: Fragments of Antiquity. Illustrated by Tom Ventre. Art courtesy of Paizo Inc.

Thanks for joining me today! I hope you enjoyed taking a look at the new Pathfinder Society scenarios.

Jessica

 

Starfinder Society Scenarios: Survivor’s Salvation and Treading History’s Folly

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

Starfinder Society Scenario #1-30: Survivor’s Salvation is a Tier 1-4 adventure written by Kiel Howell. It takes place on Absalom Station, beginning in the Downlow District, then travelling to the Lorespire Complex (home of the Starfinder Society), and down to the Spike. This scenario does not contain starship combat.  It features the Faction (Exo-Guardians) tag, and continues the ongoing Scoured Stars storyline, particularly the events of Scenario #1‑99: The Scoured Stars Invasion. Although playing #1-99 before this scenario is not necessary, doing so will lend more emotional weight to the events of this scenario. Survivor’s Salvation uses two custom half-page maps, and no flip-mats. In addition to the Starfinder Core Rulebook, this scenario features content from the Alien ArchiveAlien Archive 2Armory, and Pact Worlds. All necessary stat blocks are included in the scenario itself. If you happen to have any characters who are doctors, psychologists, healers, or particularly caring or empathic I highly recommend you bring them. This is a great scenario to role-play such characters. On the other hand, if you’ve got particularly blood-thirsty, insensitive, or mean PCs, I recommend you let them sit this one out, and bring a different character. This scenario touches on serious themes such as mental health, PTSD, and depression, so if you’re uncomfortable with such topics, you might want to give this scenario a pass. Finally, it should be noted that my kids (who are nearly seven and eight years old) would be freaked out by the final villain in this scenario. You have been warned! Haha.

Survivor’s Salvation begins in a warehouse that serves at the Exo-Guardians base of operations, which Starfinders who have played #1-01: The Commencement or #1-04: Cries from the Drift will recognize. There your players will have a brief chat with Zigvigix, leader of the Exo-Guardians. Ziggy informs the party that Hurondo, a high-ranking shobhad Starfinder who retired after being rescued from the Scoured Stars system, recently went missing. Hurondo runs a medical facility within the Lorespire Complex called Respite, which offers support and services to Starfinders who have suffered trauma. His disappearance has Ziggy worried, so they want you to investigate. At Ziggy’s request you can check out Respite, interview Hurondo’s co-workers and patients, and try to track the big fellow down. Because this is a mystery I won’t reveal too much more abut the plot than that. I will say that more than one life hangs in the balance. No pressure! Other than Zigvigix this scenario has no recurring characters. New characters of import introduced include Hurondo, Jiwalla Zarvim (a ysoki who works at Respite), Petine, Bygones-B, Quadrant-2, Orghuun, and Bargai (a deaf vlaka who I really enjoyed).

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Bargai, a deaf vlaka from Starfinder Society Scenario #1-30: Survivor’s Salvation. Illustrated by Nicolas Espinoza. Art courtesy of Paizo Inc.

Mental health is a touchy subject for some, and I thought this scenario did a wonderful job of shining a light on trauma, depression, post-traumatic stress, and other mental health issues, along with the stigma that can be associated with them, without being insensitive or preachy. You have plenty of opportunities as players to offer support to, gain insight from, and empathize with the various side characters throughout this scenario, all while fulfilling your mission objectives. In fact, the opening series of social encounters at and around Respite turned out to be one of my very favourite parts of the scenario. I also really enjoyed the tense social interactions with Bargai. The true villains of this scenario were exceptionally well-utilized, and I can’t wait to see what further events they could later be linked to. The final battle is quite dynamic, but to retain the element of surprise we won’t go into any more detail that that. Overall, I loved this scenario. It had a ton of engaging social interactions, interesting enemies, and a dynamic final encounter. It’s one of those scenarios where your actions clearly matter. I give it five out of five stars.

Starfinder Society Scenario #1-31: Treading History’s Folly is a Tier 3-6 adventure written by Vanessa Hoskins. It takes place on Kukanou-2b, a hot, toxic, shattered moon in the Vast that orbits the gas giant Kukanou. You’ll definitely need to use your armour’s environmental seals for this mission, so if you’re using a character who doesn’t have armour, buy some. This scenario features the Faction (Second Seekers [Jadnura]) tag and does not contain starship combat. It continues the ongoing Scoured Stars storyline — particularly Scenarios #1-11: In Pursuit of the Scoured Past, #1-13: On the Trail of History, #1-17: Reclaiming the Tome-Lost Tear, #1-23: Return to Sender, #1-99: The Scoured Stars Invasion, and #1-29: Honorbound Emissaries — although it does so in a completely different way than Survivor’s Salvation. It features a minor encounter that has ties to Scenario #1-24: Siege of Enlightenment and will have further connections to the upcoming Scenario #1-37: Siege of Civility. If you have any characters who have played Siege of Enlightenment I recommend bringing them along, but not at the expense of characters with ties to the Scoured Stars. Finally, characters who have the ‘Abysshead Download’ boon from Scenario #1-06: Night in Nightarch will need to endure an unfortunate surprise (which I enjoyed!). Treading History’s Folly makes use of Pathfinder Flip-Mat: Cavernous Lair and Pathfinder Flip-Mat Classics: Village Square.  In addition to the Starfinder Core Rulebook it contains content from the Alien Archive and Armory. It’s only recurring characters are First Seeker Jadnura (who was previously featured in Scenario #1-99: The Scoured Stars Invasion and #1-26: Truth of the Seeker) and Iteration-177 (who was previously featuring in Scenario #1-05: The First Mandate, #1-11: In Pursuit of the Scoured Stars, and #1-29: Honorbound Emissaries).

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The symbol of Kadrical. Illustration by Graey Erb. Art courtesy of Paizo Inc.

Treading History’s Folly begins when the PCs accept a secret mission on behalf of First Seeker Jadnura. Wracked with guilt over his past decisions, which lead to many agents losing their lives in the Scoured Stars Incident, Jadnura is searching for meaning. He wants a team of reliable agents to visit the location where he originally found the Tear that lead him to discovering the Scoured Stars trinity system. Your PCs mission it to investigate the site and see if he missed anything that could have fortold the danger the system posed. It’s a fun adventure that features a few interesting social interactions, and plenty of traps, hazards, and enemies. My favourite part was the exploration of Xaharee. It’s a really cool, atmospheric location, that gives clever PCs the chance to learn a LOT about the Scoured Stars trinary system and the Tears. Although some of this information can be gleaned from previous scenarios, a lot of the information is brand new. Very cool! There’s also a surprisingly touching player hand-out, which I always enjoy. This scenario’s chronicle features two easy to acquire boons and some nice thematic gear for both sub-tiers. One of the boons is another segment of the mysterious ‘Journey to the Scoured Stars’ boon which doesn’t do anything right now but promises to do something in the future. The second boon is a really useful limited use ally boon. Overall, I really enjoyed this scenario. It was unique, atmospheric, and enlightening, I give it four out of five stars.

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An earth elemental haunted by the mentrasi from Starfinder Society Scenario #1-31: Treading History’s Folly. Illustration by Graey Erb. Art courtesy of Paizo Inc.

Thanks for joining me today. I hope you come to love these two solid Starfinder Society Scenarios as much I do. Be sure to come back later this week when we take a peek at the two newest Pathfinder Society Scenarios.

Jessica

 

Shackled City: Part Four: Enter the Malachite Fortress

Today we’re heading back into Cauldron, home of the The Shackled City Adventure Path!

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.

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! If none of this sounds familiar you can read this blog post first, which details our characters, or continue on with this article to read 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!, and Shackled City: Part Three: Jzadirune.

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


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 he 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 two NPCs: Patch, the half-orc janitor, and Keygan Ghelve, a local locksmith.

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.

Keygan Ghelve is a gnome locksmith and competitor of Aeris’. He’s also the reason people are going missing! Months ago strange creatures came up from Keygan’s basement — which leads to the abandoned gnomish enclave of Jzadirune — and kidnapped his rat familiar! They forced Keygan to forge them a set of skeleton keys that can open the locks he’d installed in Cauldron, and a list of all his customers. In the months since, skulks and dark creepers have used his home as a way station, heading out into the city, abducting people from their homes, and dragging them back underground through his basement. Keygan feels guilty, but he’s more worried over his rat than anything! The members of Dinorabbit followed clues that led to Keygan’s shop and discovered his role in the abductions. Although Aeris wanted to turn him in to the guard, the Falco and Mick insisted he come with them if he wanted to save his rat. He’d need to help rescue the kidnapped citizens of Cauldron and undo the damage he’s facilitated.

Aeris decided that after that she’d still have him arrested. She’s a stickler for the rules. …Usually.

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Mick Frimfrocket with his construct. Aeris and Patch can be see in the background.

The Adventure

Our eclectic team of musicians, janitors, and locksmiths, descended through hidden passageways, into the long-abandoned gnomish enclave of Jzadirune, on the trail of subterranean kidnappers! In time they discovered that the kidnappers had been using Jzadirune’s ruins as a base of operations. Although our heroes battled the skulks and their dark creeper minions, my players never found any signs of the kidnapped citizens of Cauldron.

What they did find was a door. The door led to a platform that, with the flick of a switch, descended down a shaft into the darkness. When the doors opened they found themselves someplace else. Someplace new. A place of dwarven construction, made from malachite.

My son and daughter gasped in shock!

“MOM! MOM! The riddle! The riddle says something about that mal-kite! We are almost there!”

My son read the riddle a few more times and double checked the notes that he keeps in his detective’s notebook (which is a copy of Detective Murdoch’s notebook from Murdoch Mysteries). “Hmmm… Yup! Those kidnappers must have been working for a duergar! He’s the true culprit!”

My daughter clapped her hands in glee. “Yes! We are almost there! I have to save my good friend Griffin who I work with! He was supposed to be married! His girlfriend is so sad she cries everyday! We must hurry! He could DIE!” She says the word ‘die’ with such drama. It’s adorable.

Aeris and Falco led the way, with Mick, Rabbity, and Panthy travelling in the middle of the group. Patch and Keygan took up the rear, with the cowardly locksmith strongly debating running away when no one was looking.

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The team!

Our heroes entered the main hall of the fortress only to realize that the strange stone sculpture in the middle of the room was actually an earth elemental known as a stone spike! The beast slammed into Aeris, causing heavy damage and surprising the party. The battle was over in just two rounds, with Aeris and Rabbity dealing heavy damage to the brute — Aeris bloodraging with her longsword and Rabbity with her water blasts.  Mick inspired the group with his wonderful piano music. Falco and Patch had poor luck, not landing a single blow against the creature. And Keygan? Well, he didn’t even try to help. He just lingered at the back near the elevator, ready to flee if the party died.

The battle with the stone creature drew forth an ogre from a nearby chamber. The brute stunk like garbage and wielded a filth encrusted falchion which he swung around clumsily.

“More carrion for my larder!” the brute bellowed. “Very nice!”

“Carrion?!” My son exclaimed. “I know that word! I am not carrion!” He waved his arms around and pointed at the offending miniature ogre on the table. “I am a SINGER! Face the wrath of Mick Frimfrocket!!!”

Unbeknownst to my players the ogre was Xukasus, the fortress majordomo. The ogre was actually an otyugh, polymorphed into the form of an ogre long ago and his room, which was just off of this entry hall, was a massive heap of sewage, gore, and garbage. As the smell trickled out into the entry hall Keygan and Rabbity gagged. By the start of this fight Aeris was already heavily wounded from battling the stone spike. Falco gave her what healing he could and then she strode off, ready to intercept the ogre and protect her fellow bandmates. The battle was a tough one, with Mick urging Keygan to get into the fight and help. The gnome begrudgingly obliged, getting up close and sending a colour spray at the ogre!

Which didn’t work.

Keygan was nearly chopped in half by a falchion for his trouble, and tossed into the ogre’s bedroom for snacking on later.

(…Whoops!)

Aeris too, nearly fell, but Falco and Mick managed to keep her standing long enough with their magic that she took down the disgusting ogre. The group rescued Keygan, healed everyone back up to full hp, and searched the entry hall for anything of interest. After some hesitation they searched the ogre’s room as well. They spotted an iron chest in a massive pile of dung. They debated some more, then decided that whatever look was in that chest could stay there. They didn’t want it that bed. Not if poop was involved!

Which is too bad! It had a good deal of treasure in it. Haha.

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Mick used his magic to clean everyone up, and then the group looked around. They discovered two secret passages, chose one at random, and continued on. They found themselves in a dead end hallway, which led to another secret door and a secret armoury filled with racks of armour and weapons. The group took it all — being in a band didn’t earn them much income! — and gave the construct some big sacks of gear to carry. Then they continued on again, finding themselves in a hot, stuffy forge.

There they finally found their first citizens of Cauldron! The dwarf, Sondor Ironfold, worked ceaselessly at a forge alongside three goblins. Nearby two other halfling victims, Jeneer Everdawn and the rogue Maple, sat in the corner putting together chainmail suits one link at a time. Four hobgoblins stood watch in this chamber.

As the group entered the room Panthy growled, low in her throat, and Rabbity launched a blast of water at the nearest hobgoblin. “Get ’em, team!” she called out.

The battle had begun!

This fight was a long one, with plenty of characters on both sides of the fight. The PCs and their allies fought the goblins and hobgoblins in relatively tight quarters, with the dwarf prisoner giving some goblins a few swings of her hammer, and the halfling prisoner Maple giving a hobgoblin a knife to the back. Only Aeris ended up getting hit with any frequency — due to her position on the front lines, not a lack of armour — but even then she only took a total of eight damage through the entire encounter. All our others heroes came out of it unscathed.

When the hall fell silent except for the crackle of flames my kids took it upon themselves to explain to the prisoners that they were about to be rescued by Dinorabbit — the coolest band in Cauldron! Maple was thrilled. Jeneer was clearly delirious with fear. And Sondor was… sad, quite frankly. She dropped her hammer to the ground and cried. They thought it was relief, at first, but it soon became clear Sondor was in mourning. She and her husband had been kidnapped together, but her husband had been sold as a slave four weeks ago. She knew she would never see him again.

My kids were quiet for a moment. It was the first time that they realized they might not be able to save everyone. People had been going missing from Cauldron for a few months. If their captures were slavers, surely Sondor’s husband wasn’t the only one who had already been sold…

My husband pulled out his list of missing people and put a little checkmark beside Maple, Sondor, and Jeneer. Then he crossed out Sondor’s husband, Lorthan. The look on my kids faces when that poor guy’s name got crossed off was a strange mix of solemnity and determination. It’s not a look I see on them often. Or ever, really.

“We’re going to get these people to safety right now!” My son / Mick announced.

My daughter shook her head. As Rabbity she said: “No! I’m not leaving here without Griffin! He is my friend and his fiancé cries too much with him gone!”

Mick grinned and pointed at Keygan. “He’s going to do it! Keygan! You get your wish! You have your rat back, and now your job is to bring these people into the elevator, up through Jzadirune, and back to Cauldron. Bring them to the Church of Adabar. That lady named…” My son paused. “I forget her name.”

“Jenya Urikas?”

“JENYA will help you! Now GO! Save people and redeem yourself!” My son pointed around grandly used his ‘serious hero’ voice.

“Yeah! And bring these bags of loot up with you!” Rabbity added practically. “Then the construct can help us fight again!”

Keygan, of course, needed no further encouragement. He groaned in relief, grabbed some bags, and left without even a goodbye. The newly liberated citizens of Cauldron followed after him, with Maple and Sondor lending a hand with the loot.

Our heroes stood alone in the forge for a few moments.

“Aww!” My daughter suddenly exclaimed. “We should have taken the stuff from these dead hobgoblins before sending Keygan away! Now we have to carry it!”

I laughed.

The group took what gear they could from the bodies, and explored the room. There were two doors leading deeper into the complex. My kids started to argue over which door to open, which is a sure sign that they’re getting tired. We paused the game there, with promises to play again soon. After all, they still had people to save!

Thanks for joining us, everyone! I hope you enjoyed getting to hear a bit about our crazy adventures. We’ll see you again soon!

Jessica

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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’s website here.

Despite being a 3.5 Dungeons and Dragons Adventure Path, we’re running this campaign in Pathfinder (both the campaign setting and the rules). Our characters utilize the following: 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.

Tails of Equestria: The Pet Predicament

A few weeks ago I wrote a review on a delightful kids RPG called Tails of Equestria: The Storytelling Game. We delved into game mechanics, character creation, and general fun factor. I also touched on an adventure — The Pet Predicament — and promised that I would share further details on the adventure in the future.

Well buckle in folks, cause the future is now!

Today, much to my daughter’s delight, we’re talking The Pet Predicament!

Tails of Equestria: Storytelling Game is an easy to understand pen and paper roleplaying game featuring the world and characters of the hit TV show My Little Pony: Friendship is Magic. The game is aimed at children, but is definitely fun for the whole family. For more details on the game and how it works, click here!

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At the back of Tails of Equestria: The Storytelling Game you’ll find a starter adventure called The Pet Predicament. Intended for level 1 ponies, its the perfect first adventure for this game. Yes, seriously. And, it’s not a short or cheap adventure, either! It’s forty pages in length if you count the stat blocks it comes with. My family played through the adventure in two short sessions, though my kids were so engrossed they wanted to play it in one.

In a practical sense, this adventure is incredibly important. It provides a first adventure for players to use, and teaches them how a game should be run by example. For experienced players it also serves to alter our preconceptions about RPGs, and really shake things up. Tails of Equestria isn’t the same kind of RPG as Pathfinder or D&D. It downplays battle, and really encourages players to use creative thinking, kindness, teamwork, and roleplaying to overcome obstacles. This game requires a different mindset than other RPGs. Happily it’s a mindset that kids and young players will naturally settle into and flourish.

So what is The Pet Predicament? I mentioned it was the perfect starter adventure for this game and I meant it. It’s well written, easy to GM, engaging, and fun. There’s plenty of opportunity for Scuffles, but just as many chances for players to completely avoid Scuffles with Tests and Challenges. It features the Mane Six (main characters) from My Little Pony: Friendship is Magic as initial NPCs, and features plenty of other cameos along the way.

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Our adventure begins, innocently enough, in Ponyville’s market. There your PCs (short for Pony Characters in Tails of Equestria) are grocery shopping and have a chance to describe all the things they’ve been buying. This is a great opportunity for your players to talk about their characters, and decide how they know each other.

My family decided to play a strange family of ponies. I played Soothing Heart, an over-prepared earth pony mother who carries saddlebags filled with everything her little fillies might need (including snacks, first aid supplies, cleaning supplies, and protective gear for a wide variety of weather). She’s tough, caring, loyal, and determined, with the Healing Touch talent. But, her vision is poor, and she needs glasses to see. Also, since I was also going to be the Storyteller, Soothing Heart is a bit of a follower, allowing her little fillies to explore the world while she minds them from afar. My/her husband is Nugget, a unicorn with a spectacular hairdo and the beginnings of a beard. He’s clever,  charming, and a talented magic-user. More than anything, Nugget is an artist with an obsession for magical creatures. If he sees one he can’t resist stopping to draw it — a dangerous habit! My daughter created a pegasus called Bunna who is kind, happy, and adores animals. She can even speak to mammals! Bunna is a seamstress who specializes in hand sewing stuffed animals. She particularly adores rabbits. Unfortunately, she has a terrible fear of… caterpillars! Eeeek! The horror! Finally, my son created Flying Recall, a mystery loving pegasus with special pony senses who always trusts his gut. He’s a friendly, funny fellow, who is a little bit too silly.

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My kids had great fun describing their many, many purchases in the market, with my son buying healthy snacks and my daughter buying a massive rabbit shaped cake. Soon, my daughter (the PC who bought the tastiest treats or, in my case, loves rabbits the most) felt her grocery bag getting heavier and heavier… Bunna looked down to realize there was an adorable little rabbit in her bag eating all of her cake! My daughter squealed in absolute delight while my son looked at the picture of the rabbit and exclaimed: “Oh, no! Not THAT rabbit! THAT rabbit is trouble!”

And my son couldn’t have been more right! Angel is Fluttershy’s rabbit, and he’s horribly behaved. Kids are sure to have a blast roleplaying with this little guy. My daughter’s attempts to befriend the rabbit led to it growling, glaring at her, and crossing his arms in irritation. Soon she just decided to let him enjoy the cake which is when my kids (and I’m sure many more) let out their second squeal of glee: Fluttershy herself appears looking for her ‘little Angel.’ Impressed with your ability to handle the rabbit — cue my daughter’s proud smile — Fluttershy asks your PCs for a favour. She and her friends (yes, those friends) have to go on an important trip, but they promised they would give their pets a pampering party! They really can’t delay their mission, but they don’t want to let their pets down, either. They need someone really special to come over and pet-sit!

My kids literally threw their arms up into the air and were begging to be the petsitters before Fluttershy could even get the offer out. They were SO in. Haha. Not a surprise! It’s likely that any kids who has seen the show will be absolutely thrilled at this turn of events. Getting to meet such famous characters is enough to make many kids squeal in glee, and finding themselves the caretakers of all six of their pets? I don’t think I’ve ever met a kid who doesn’t love animals!

Fluttershy asks the PCs to show up at her house the next morning and trots away leaving your PCs with the rest of the day to spend as they see fit. It’s assumed that you finish checking out the market and then skip to the scene at Fluttershy’s house, but both of my kids play a lot of complex RPGs, so they had other plans. Especially when you take into account that Flying Recall loves a good mystery! The pair of them spent time investigating the identities of the Mane Six and their pets, figuring out what each animal enjoyed doing, and what each loved to eat. My kids were counting on fingers, trying to remember the pets from the tv show, guessing what those kinds of animals would like in real life, and rolling dice to ask around for gossip, and recall obscure bits of information. They had a blast! I rewarded their efforts with lots of helpful information and they spent time picking up items in the market that they thought would be of use in petsitting. A juicy bone and a ball for Applejack’s dog, the fanciest and most expensive cat treats they could find for Rarity’s spoiled cat, and so on.

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When they were ready to move on our PCs headed over to Fluttershy’s house — with my kids wearing incredibly proud smiles on their faces. They got to meet each member of the Mane Six, each of the pets they would be babysitting, and ask any questions they had. I casually dropped a lot of information on my kids in this scene while roleplaying, most importantly about all the pets and what they like or don’t like. The information is easy to come by for GMs, but players will need to rely on their memories, note-taking, or rolling a Mind Check to get everything down. Surprisingly my kids were obsessively dedicated petsitters, and remembered every little detail all on their own. My husband was more concerned with matters like: ‘Where’s the food?’ ‘Where are you going?’ and ‘When will you be back?’

Nugget learned that the Mane Six were off to solve a mystery. Ponies throughout Equestria were being magically turned into statuettes! They always turned back to normal after a while, but it was very jarring. So the Mane Six were heading out to investigate. Their mission would take them into the dangerous Badlands to the south.

Nugget decided that sounded very dangerous, and he would much rather stay behind and pet-sit. My kids agreed.

The Mane Six bid everyone farewell and left. We were alone in Fluttershy’s house with a whopping six pets to care for. All very different. Some easy to tend to and some not. Both my son and daughter got super into this part of the adventure. They did their best to take care of the animals, find and feed them their favourite things, pamper and play with them, and so on. They carefully decided who would be best suited to caring for each pet, and excitedly tried to recall every bit of information they could. They fed Owlowiscious (Twilight Sparkle’s wise owl) chocolate mice and tickled him just behind his ear feathers. They gave Winona (Applejack’s playful dog) the bone they had bought for her, played ball, and patted her tummy. They were absurdly happy to see Winona enjoy the bone they bought him. They gave Gummy (Pinkie Pie’s toothless baby alligator) fish cakes and played Snaps. They brushed and groomed Opalescence (Rarity’s fat, spoiled cat) while feeding her the most expensive cat treats money could buy (which they had already bought a lot of!). They took Tank (Rainbow Dash’s helicopter flying turtle) out for a fly and fed him lettuce. My kids had such a blast with this part of the adventure! They were exchanging high fives and shouting out ‘great job’ and other congratulations at the table. It was just a giant ball of feel-good fun.

And then my daughter tried to handle Angel, the fluffy little rabbit menace. They knew it would be tough. They got him the perfect carrots, gently fluffed his tail, and offered him cuddles. Shockingly, my daughter managed to control the rabbit for a while, but in time he got out of hand. Carrots were met with growls, tail fluffing with glares, and cuddles with fierce little punches from fluffy paws. He was a terror!

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Which is the point!

Angel causes such a commotion he knocks all the books off the bookshelf, some of which land on Tank. Tank’s helicopter motor starts up and shoots him right through a window and into the sky. Worried for Tank, Winona hops through the broken window after him. Owolwiscious screeches in panic at the commotion — he had previously been napping — and flies up the chimney in a cloud of soot. Gummy starts to sneeze and ends up biting Opalescence, who leaps into the air, clings to the curtains with her claws, and brings the whole curtain rod down at you! Your PCs have a chance to dodge the curtains, but fate is not with them. If they fail a Body Check they get tangled in the curtains, and if they pass they instead get knocked into a cupboard as it falls over.

“AHHH!” My kids shrieked. “The pets!”

“Tank flew right out the window!” my son exclaimed with wide eyes.

“And the cat got bit by a crocodile!” my daughter added. “That bunny is so naughty! Oh… but he is very cute… I forgive him!”

“We need to save them!” my son pointed out.

Only then did they realize they were stuck. Really stuck.

By the time we all extricated ourselves with our skills from curtains and cupboards, the pets were gone. All of them.

We headed outside to investigate. Flying Recall searched around for clues — he loves a good mystery — while Bunna asked around for eye-witness accounts from the nearby mammals. In time they discovered that each pet had wandered off on their own — most into the nearby Everfree Forest. They immediately decided we had to get them back. But who was most in need of rescue? And which clues should they follow first?

From here we get to the bulk of the adventure: finding and rescuing all six pets. This will present your players with all kinds of obstacles, Tests, and Challenges. Following the trails and clues in some cases is difficult, with failure causing new challenges and mishaps that range from falling into a marshy pool or getting tangled in clinging thorns, to stepping on a cragadile, getting surrounded by timberwolves, and even meeting the mysterious zebra mystic known as Zecora. Surprisingly, my kids didn’t fail a single tracking Check, and never faced any of the mishaps. Rescuing each pet will take creative thinking and teamwork but exactly how each task is accomplished is incredibly open ended, which really allows your group of PCs to use their own unique approach to get things done. The order they choose to rescue the pets in is entirely up to them.

Once your players manage to rescue a pet they need to keep it happy. Each animal has a few paragraphs written about how they act after being rescued, and how your players can affect their behaviour. Some pets are helpful, others silly, and some (here’s looking at you Angel) are a giant pain in the butt! Managing these rescued pets becomes a fun part of the rest of the adventure, even as they distract you from (or help to) rescue the others.

My kids decided that finding Gummy was most important. They had tracked his footprints to a fast-moving stream and easily determined that the alligator was so small he wouldn’t be able to fight the current. Knowing that if they didn’t follow him right away they might never find him at all, they raced off downstream. They discovered a boat nearby, which some of us rode in, but my son didn’t trust the boat. Instead he insisted on racing along the riverbank. The stream leads to a large lake where they spotted a big bird flying through the air with a baby alligator clamped onto his tail feathers. Gummy is at risk of falling, and the bird looks in pain. There’s plenty of ways to go about rescuing the alligator, but with two pegasus in the party my kids decided to fly up there and get the job done themselves. Bunna held onto Gummy, and Flying Recall tried to pry his mouth open while telling him silly jokes. From the ground, Nugget steadied Gummy with his telekinesis, and Soothing Heart prepped a snack and some first aid supplies. They freed the bird without harm, and got Gummy down safe. …only to have him chomp onto Flying Recall! (Gummy sure does love to bite!). Soothing Heart fed Gummy food (thus freeing Flying Recall) while Bunna made Gummy a special stuffed animal. When it was ready she gave it to him to chew on, and then Flying Recall carried Gummy back to the cottage.

After a few minutes of checking the trails and clues again, its clear that all the rest of the pets entered the spooky Everfree Forest. Spotting a plume of smoke that they were sure would dissipate if they delayed any longer, they hurried into the forest after it. But, the forest is dense and travel through it is hard. Flying Recall flew up above the canopy to keep an eye on the smoke and lead the team toward their goal.

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Tank had crash landed in a canyon dotted with caves and got his aviation goggles tangled on a tree branch. When my kids saw him dangling from a stick halfway down a canyon with a clearly broken helicopter rotor on his back they panicked! After much shrieks Bunna and Flying Recall flew to the rescue — only to discover that this canyon was home to a massive quarray eel that swallowed Flying Recall whole. My son panicked. Seriously. We reminded him that there’s no such thing as death in Tails of Equestria, and I described the strange soft squishy insides of the eel he finds himself in. That’s when my son exclaimed: “I USE MY TOKENS OF FRIENDSHIP TO REROLL SO I DODGE!!! NOW!!” My daughter decided this was a great plan, so the group gave up some Tokens of Friendship, we rewound the action, and Flying Recall managed to dodge the jaws of the quarray eel.

Now, this wasn’t necessary. PCs who find themselves swallowed whole only need wait on their friends to come up with a plan to rescue them. Jokes, smoke, sneezing, and many other options could work, all depending on what Talents your PCs have and what they come up with. Even if they all get too close to the eel and get swallowed, gameplay doesn’t end. In this case Tank’s rotor puffs up once more, sending him careening relatively safely to the cave ground. There the little loyal turtle waddles up to the eel — he’s much too small for the eel to care about eating — and gives the eel’s tail a solid chomp. The eel reels in pain and spits out any swallowed ponies, leaving Tank to slowly wander back out of the cave to give a proud little nod to the ponies he’s saved. Coolest turtle ever.

In my game, our heroic pegasi both carefully stayed out of the quarray eel’s way after the timely dodge, and delicately untangled Tank with some steadying help from Nugget’s telekinesis.

With Tank safe we headed out after Winona, whose barks and whimpers we could hear from afar. We found her tied up outside the den of some diamond dogs, which my kids knew (from watching the show) like to capture ponies and force them to work in their diamond mines. The goal here is to rescue Winona without getting noticed by the diamond dogs. For most groups its incredibly unlikely to happen, and you’ll then need to parley or otherwise deal with the diamond dogs themselves once they arrive on the scene to investigate the noise. But, super paranoid, Bunna snuck close to Winona and used her ability to speak with mammals and her Charm to good use, telling Winona to stay silent. After a few checks she rescued Winona and we all snuck off without the diamond dogs any wiser.

Next we followed a trail of sooty feathers which lead us to Owlowiscious. Much to my kids surprise they found him flying over and over again into a tree, which was right in the middle of a patch of blue flowers. My kids, who are avid RPG players, were immediately suspicious. They both looked at each other and said: “Trap.”

Both deduced it had something to do with the flowers, with one deciding they were cursed and the other insisting their pollen or smell must make you stupid. Turns out they were both right. The flower’s pollen puts a curse on anyone who sniffs it, which makes something happen that the victim would hate. For Owlowiscious that turned out to be losing his intelligence. Now dumb as a post, the poor owl was smashing himself silly by flying into the same tree over and over.

With no knowledge of the flowers abilities but feeling like they were to blame my kids gave this one a bit of a think. Unbeknownst to them the key here is teamwork. You can solve this any way your group wants, as long as everyone helps. Everyone. In the end Soothing Heart gave Bunna and Flying Recall some protective clothing, Nugget steadied the owl with telekinesis, and both Pegasus flew up there to grab him, being careful not to breathe at all. Mission accomplished!

Unfortunately, even after rescue the bird was still stupid. Luckily, Soothing Heart’s first aid training came in handy. She figured to what was wrong and used her ponlybalm to take away the harmful effects of the curse. But, that wouldn’t be permanent. They’d need to find a way to cure her for good, which would require a visit to the zebra mystic Zecora. Deciding that rescuing the pets was more important, they treated the owl as best as they could and moved on, determined to rescue Opalescence, the pampered cat next.

The cat we found stuck at the bottom of a magic well. Poor Opalescence was yowling in fear, shivering cold, and exhausted. As they approached words appeared on the well, a poem that hinted that if you threw what you loved and would miss into the well, it would return the cat. My kids did not like this. But, they wanted the cat. So my son threw in something he would miss — not his magnifying glass! He would miss that too much, but something else. His notepad. The water in the well rose and the cat floated closer. Following his lead my husband tossed in his art book, which caused the water level to rise a lot. Bunna made a new stuffed animal and threw it into the well, causing the water to rise. But there was a lot of way left to go, and my son soon discovered that no one could give something twice. Soothing Heart would have to throw in something she would really miss. So she took off her necklace — one of a pair which Nugget had given to his wife and daughter — and threw it into the well.

And my daughter freaked out. Holy cow! She suddenly broke down in tears shouting “We don’t match!!”

Did not see that coming. Apparently this necklace meant a lot to her. So, I told her to explain that to the well, and maybe it would make you another deal. Meanwhile, my son grumbled it was just a necklace and saved the cat, which was way more important that jewelry.

Now, it is expected that some folks might not want to give up some of their favourite items forever. The adventure has a few ways in it for your PCs to convince the well to return their items to them. In the end my daughter befriended it, and promised to visit the lonely well once a week. Satisfied, the well returned everything the gang had given it. Bunna let it keep the stuffed animal for company.

Relieved (and no longer sad), my daughter led the group away from the magic well.

We had one pet left to save: Angel.

My kids had decided to save her for last knowing that she would be a handful to manage. They didn’t want her messing up their other rescue missions! But, with all the pets free and safe (in varying degrees of happiness), they set out after the troublesome rabbit.

“I’ve got this!” My daughter told us. “Bunny, prepare to be cuddled!”

The trail led them to a dark cave.

“Trap,” my kids decided.

“Dangerous monster!” my son guessed.

“Spider webs,” my daughter guessed.

“Oh, wait! Please no more cave eels….” my son remarked with a groan.

Nugget made his unicorn horn glow a pleasant green colour and led the way inside. There we found a monstrous magical bear called an Ursa that was cuddling and rocking Angel like a baby. And… cooing at her? My kids were pretty sure the Ursa was singing Angel a lullaby. Angel, for his part, was wearing a diaper and struggling as much as he could for freedom. He glared, he flailed, he punched, and he nibbled. But still, the Ursa would not let it go.

For most groups this will be the most challenging pet to rescue. If they attempt to take Angel by force or trickery the Ursa will cry and wail, drawing its mother home from her hunting trip early. (Yup! This massive bear is actually a baby called an Ursa Minor). The Ursa mother (Ursa Major) will also return if your PCs take too long to rescue Angel or make too much noice. Clever PCs will choose that moment to flee, while adventurous souls might get into a Scuffle which is sure to end with the Ursa Minor (or Major) the victor. Any ponies knocked unconscious from such a Scuffle will likely find themselves the Ursa Minor’s new toy, and will then need to come up with a clever plan to escape.

The best way to free Angel is with kindness. Luckily for us, my daughter found another amazing use for her stuffed-animal-crafting Talent. She headed outside, made up a beautiful new rabbit stuffed animal and offered it to the Ursa in place of angel. She even described how she would give it a little voice box so the new stuffed animal made happy noises. In order to ensure maximum success she used some Tokens of Friendship to automatically pass the Check. The Ursa Minor was delighted.

The real trouble came with Nugget.

Nugget who can’t help but draw magical beasts. Luckily they had charmed the Ursa Minor enough that Nugget got in a quick sketch before Ursa Major came home.

Once your players have rescued all the pets they can head back to Fluttershy’s cottage and clean up. But, my ponies had other plans. They headed deeper into the forest and used all their knowledge to find Zecora. A zebra healer who talks in rhyme. Rhyme! Oh, so hard to role-play! Haha. But, I did a pretty good job. My kids enjoyed it, anyway.

Now, Zecora is written into the adventure as one of the mishaps that can occur if your PCs get lost in the Everfree Forest, so rules for how to utilize her already appear in this adventure. First give your PCs a chance to Charm her — which mine all failed horribly at. Usually, this would mean she sends you away with some cryptic words of farewell, or your players use some Tokens of Friendship to reroll or auto-pass their failed Charm Check. But, my family had already used up all of their Tokens of Friendship. Instead they tried to reason with her. They explained whose pets they were caring for and presented the poor, incredibly dumb, Owlowiscious to Zecora. Being friends of the Mane Six, Zecora recognized the pets and offered to break the owl’s curse. If the PCs repaid her with two future favours. (Hello, future plot hooks!). My family all agreed and Owlowiscious was cured — and grateful! Everyone traded farewells and then headed back to Fluttershy’s cottage.

Which was a mess!

Everyone hurried to get it clean, worried that the Mane Six would come home to find the place trashed. Then they cleaned the pets, fed everyone, and got back to pampering them. Just as the pets settled down for a nap there was a knock at the door. Nugget opened it to find a little purple dragon. It was Spike, the devoted companion to Princess Twilight Sparkle. He looked really hurt.

“You’ve gotta help, guys! Twilight Sparkle and the other ponies are in big trouble! I’m the only one who escaped! They need help right now!” Spike exclaimed, right before falling over unconscious.

Which is where the adventure ends.

Sort of. After this there’s information on how your players can continue the adventure. If you want you can buy the official sequel, Tails of Equestria: The Curse of the Statuettes. But, the book also encourages GMs to make their own adventures, with the cliffhanger ending as the opening plothook. It offers plenty of questions and suggestions, then reminds GMs to tell their players to level up! Everypony is now level 2.

After the ending of The Pet Predicament there’s stat blocks for every creature featured in this adventure. The stat blocks are easy to read, with colourful pictures, descriptions, and tactics. Stat blocks included are the cragadile, diamond dog, mohawk, quarray eel, timberwolf, Ursa Minor, and Zecora. There’s also statistics for each of the Mane Six — cause you know one day kids are going to want those! Its nice of them to include official stat blocks for the show’s main characters right in the rulebook. Finally, there’s my favourite stat blocks: typical ponies. Here you’ll find one stat block for a typical earth pony, pegasus, and unicorn. There’s a description, stats, and a reminder to select one talent and one quirk for each pony you have your players run into. That’s what makes every pony special, after all! These three little stat blocks are super useful, since your players will often find themselves engaging in social interactions with other NPCs.

pony statistics - tails of equestria - d20diaires

And with that, The Pet Predicament comes to an end.

We found that this adventure was a delight to read, GM, and play. Everyone in my family had a blast (including my husband).  My kids adored getting to hang out with the pets, and were really invested in the story. The ending also had my kids hooked, as it leads directly into the Tails of Equestria: The Curse of the Statuettes adventure (which I may admit to having bought my daughter for her upcoming birthday).

If you’ve got kids who enjoy light-hearted RPGs or who love My Little Pony: Friendship is Magic, I highly recommend picking up Tails of Equestria: The Storytelling Game and giving The Pet Predicament a try. Roleplaying Games of all kinds are really educational (teaching math, probability, reading, writing, problem solving, teamwork, kindness, empathy, and how to handle failure). In addition, they’re just really enjoyable for kids to play — either with friends or family. And this one plays so smoothly. It truly is a wonderful game.

Thanks for joining us today!

Enjoy!

Jessica

equestria - d20diaries

 

Top Ten Magical Hats!

Today is National Hat Day! Here at d20 Diaries we’re celebrating by putting on our favourite toques and counting down our favourite magical headgear in d20 gaming. Some of our choices are classics, reused through many versions of the game, while others are new, unique, or quirky. All of our choices are sorted by cost, from lowest to highest.

Curious what made the cut?

Read on!

10 – Hat of Disguise
A classic magical hat that’s been in many d20 games, from Dungeons and Dragons (in various incarnations), to Pathfinder, and so on. The hat of disguise allows you to alter your appearance as often as you like. Although the difficulty to see the through the illusory disguise isn’t amazing, it’s a quick and simple way to allow your characters to blend in, and get up to all kinds of shenanigans. This affordable hat is a ton of fun and, in the right hands, is incredibly useful. In the Pathfinder Roleplaying Game a hat of disguise costs 1,800 gold pieces and is available in the Core Rulebook and Ultimate Equipment. In Dungeons & Dragons (5e) you can find it in the Dungeon Master’s Guide.

helm of brilliance9 – Circlet of Persuasion
Another classic staple, the circlet of persuasion grants you a +3 competence bonus on all Charisma-based checks. Yup! All of them. Now, that’s not something useful to all characters, but if you’re the kind of character it would be useful for, it’s really useful. In the Pathfinder Roleplaying Game this will set you back 4,500 gp and is available in the Core Rulebook and Ultimate Equipment.

8 – Helm of Comprehend Languages and Read Magic
Pretty self explanatory, I know. This helmet lets you understand any language you see written or hear spoken, including magical writing. It also grants you a bonus on linguistics checks to decipher incomplete and extinct languages, and so on. A steal of a deal at 5,200 gp! In the Pathfinder Roleplaying Game this helmet is available in the Pathfinder Core Rulebook and Ultimate Equipment. In the most recent version of D&D (5e) its known as the Helm of Comprehending Languages, and is slightly different. It can be found in the Dungeon Master’s Guide.

7 – Crown of Swords
Personally, I love the crown of swords. It looks like a steel crown covered in tiny mithral swords. It’s fun, has a flavourful and dynamic effect, and doesn’t use up a lot of time to activate. So what’s it do? Up to ten rounds a day when you’re injured in combat you can cause a spiritual weapon (shaped like one of those snazzy little longswords on your crown) to appear and immediately begin attacking whoever wounded you. It can stick around as long as the enemy is within range and you have the rounds to keep using it. Get injured again? You can make another appear if you want to. This nifty little crown can be a lot of fun! You can find it in Ultimate Equipment, or the Advanced Race Guide for 6,000 gp.

6 – Helm of the Mammoth Lord
This helmet looks awesome, lets you gore enemies with your helm’s tusks, protects you from the cold, and makes you better at interacting (handle animal, ride, wild empathy) with elephant-like creatures. Finally, it lets you magically communicate with elephant-like creatures. Super cool! It’s available in the Pathfinder Roleplaying Game for 8,500 gp, from Ultimate Equipment and Pathfinder Player Companion: People of the North.

5 – Mitre of the Hierophant
This ostentatious hat is the go-to headpiece for divine casters who worship a deity. It grants you a solid bonus on diplomacy and knowledge (religion) skills checks, and lets you communicate with your god (via the commune spell) once a day. Once a week you can also help another creature atone for their sins. This hat is from Ultimate Equipment and costs 18,000 gp.

4 – Howling Helm
This helmet is made from a wolf’s skull and lets you communicate with any canines (from foxes up to dire wolves). It also gives you a bonus to influence magical beasts that are canine-like, such as blink dogs and worgs. Finally, three times a day you can let out a badass howl that summons a pack of magical wolves to fight for you for five rounds, and can demoralize your enemies! This super-cool helmet costs 22,600 gp and can be found in Ultimate Equipment.

3 – Batrachian Helm
This one’s a little weird, I know, but I like it! The batrachian helm looks like a frog’s head and lets you use a magical force tongue attack! This tongue can be used as a swift action to move objects and enemies closer to you. However, if you use it against an object or creature particularly heavy or immovable, you’re pulled towards it instead (which doesn’t provoke)! It’s really adaptable, and can let you manipulate the battlefield and environment in some creative ways. I highly recommend this helmet if you’ve never used it before! It costs 26,000 gp and can be found in Ultimate Equipment.

2 – Helm of Telepathy
A helmet that’s survived through many editions of d20 games, the helm of telepathy lets you detect the thoughts of those around you and send them telepathic messages in turn. And if they think of a response? You hear it and can respond again, of course! Once a day you can also cast suggestion on someone when you give them a telepathic message (although the DC to resist isn’t very high). This telepathic communication can be a boon in all sorts of situations, including for rumourmongering, spying, and communicating secretly among your teammates. In the pathfinder Roleplaying Game it costs 27,000 gp and can be found in the Core Rulebook and Ultimate Equipment. In 5th edition D&D you can find it in the Dungeon Master’s Guide.

1 – Helm of Brilliance
This over-the-top helmet has been around since the original Dungeons and Dragons, and is still kicking around today. The rules have changed a bit throughout the years, but at its heart it’s still the same. The helm of brilliance is covered with magical gemstones that can cast spells. Each gemstone can be used to cast a spell once before it’s magic fades, but don’t worry! There’s a lot of gems on this pricy helmet. Ten diamonds that cast prismatic spray, twenty rubies that create walls of fire, thirty fire opals that cast fireball, and forty opals that cast daylight. As long as you’ve got a gem left with magic still in it the helmet also grants you fire resistance, can make any weapon you’re wielding flaming, glows when undead are nearby, and damages any such undead. Crazy, right? The downside? If you’re harmed by a fire spell and fail a Will save the gems all overcharge, sending prismatic sprays around at random, making walls of fire all over the place, and causing fireballs explode all over you. ClassicA helm of brilliance in Pathfinder will cost you a whopping 125,000 gp and can be found in the Core Rulebook and Ultimate Equipment. In D&D (5e) you can find it in the Dungeon Master’s Guide.

Don’t want your helmet to explode while its on your head? I recommend picking up a Helm of Reclamation instead. This undead-destroying helmet functions in much the same way, with ten diamonds casting sunburst, thirty bloodstones casting searing light, and forty opals casting daylight. It glows near undead and harms such enemies, and can give your weapons the flaming ability. It does not, however, grant you fire resistance. Know what else it doesn’t do? Explode. Fair trade. The helm of reclamation can be found in Pathfinder’s Classic Treasures Revisited.

And that’s our ten favourite magical headgear from d20 games! Got a favourite we didn’t include? Think I’m crazy? Let me know in the comments! Wearing a crazy hat today? I want to hear that, too!

Until next time,

Jessica

pathfinder, d&d, magical gear

January New Releases

January’s here, which means there’s a whole slew of new d20 products coming out.

Dungeons and Dragons doesn’t have any new releases coming out this month (as far as I know), but last month brought us the Waterdeep: Dungeon of the Mad Mage adventure which brings PCs from levels 5-20, as well as the Guildmasters’ Guide to Ravnica which brings the wonder of Magic: The Gathering to D&D.


Pathfinder released plenty of wonderful products last month, including Pathfinder Campaign Setting: Faiths of GolarionPathfinder Module: Cradle of Night, and Pathfinder Adventure Path 137: The City Outside of Time (Return of the Runelords 5 of 6). None of which I own (sadly) so they’re still on my wish list. Haha. This month Pathfinder fans can expect to see the much anticipated finale of the Return of the Runelords Adventure Path with Pathfinder Adventure Path 138: Rise of New Thassilon. Exciting stuff! There’s also Pathfinder Player Companion: Wilderness Origins  coming out, which is sure to be a solid addition to the Player Companion line. Two new pocket editions are coming out: Ultimate Campaign Pocket Edition and Ultimate Intrigue Pocket Edition. Pathfinder Society Scenarios for this month are #10-12: Breath of the Dragonskull (a Tier 1-5 scenario written by Michael Sayre) and #10-13: Fragments of Antiquity (a Tier 5-9 scenario written by Sam Polak). Finally, Pathfinder Flip-Mat: Tavern Multi-Pack comes out later this month.


Starfinder only has a few releases coming out in January. Starfinder Flip-Mat: Jungle World is a really nice looking map. The Against the Aeon Throne Pawn Collection is finally here, which I’ve been itching to get my hands on! And the Signal of Screams Adventure Path comes to a thrilling conclusion this month with Starfinder Adventure Path 12: Heart of Night (Signal of Screams 3 of 3). Starfinder Society Scenarios for this month are #1-30: Survivor’s Salvation (a Tier 1-4 scenario written by Kiel Howell) and #1-31: Treading History’s Folly (a Tier 3-6 scenario written by Vanessa Hoskins). Last month brought us the Starfinder Critical Hit Deck featuring adorable illustrations of skittermanders, which I’ve yet to get my hands on. If you own it, I’d love to hear what you thought in the comments.


It looks to be an exciting month!

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

Jessica

Tails of Equestria: The Storytelling Game

Quite a few months ago a fellow gamer recommended my family give Tails of Equestria: Storytelling Game a try. I looked into the game, and told my daughter and son all about it. They were extremely excited. The problem?

Finding it.

Although I was able to find a copy of the rulebook on some American and European retailers websites, I could not find this RPG in Canada. None of the local game shops had it, Amazon had only German language copies in stock, and Indigo was sold out completely. We’ve been keeping our eyes open in the months since and, although I did see a copy turn up once or twice, it was never for long (or affordable!).

And then Christmas came. My daughter, in a stroke of brilliance, asked our only relatives that live in the States for My Little Pony: Tails of Equestria: Storytelling Game for Christmas. She typed out the title of the book she needed to play, and then all of the other supplement books she wanted, and assured me that YES, she would definitely be happy with a big pile of books as a Christmas gift, and YES, she was sure that’s what she wanted.

Grandma and Grandpa came to the rescue. This past Christmas my daughter opened up not one, but three RPG books. My Little Pony: Tails of Equestria: Storytelling Game (which is the Core Rulebook and essentially all you need to play), Tails of Equestria: The Festival of Lights (which is a published adventure), and Tails of Equestria: The Storytelling Game Starter Set (which contains an adventure, dice, and all kinds of accessories).

My daughter was thrilled. So was my son. And honestly? So was I. I had heard wonderful things about this game and, although it wouldn’t become my favourite game anytime soon, it looked like a ton of fun. Definitely something my kids would enjoy.

After squealing in glee and obsessing over some of the cool pictures inside she put down the books and moved on with the rest of the holidays. She tried out new toys and video games. We learned how to play our new board games. And at the end of that first weekend after Christmas she held up her books and gave me a big grin.

“Will you read this with me now, Momma?”

I was about to head out for a trip to the laundromat, so it wasn’t exactly the ideal time. But, I’ve never been one to say no to a kid with a book, so I put aside all the work I was going to bring with me and packed up my kids and our hardcover book instead. Clothes in the wash and water bottle in hand — reading an entire RPG core rulebook aloud is thirsty work! — we settled in to learn a new d20 game together.

my litte pony tails of equestria storytelling game

The book is bright, colourful, and engaging. It’s simple to understand but doesn’t talk down to you. It is perfectly written for its audience. Seriously. My daughter is in grade one and not only did she follow along with everything I was reading to her (and pay attention!), she understood the game and its rules immediately. I never had to stop and explain anything further than the book already had. I never had to give her an easy example to illustrate a rule. Nothing. She listened and understood. My son, who is only a year older than her, could have read the entire book by himself and understood it. In fact, my daughter probably could have read it herself too, but that’s not typical for kids her age (both of my kids are very strong readers). We weren’t done the rulebook by the time we were done at the laundromat, but after we got home my daughter sat down beside me on the couch and we finished it. Cover to cover in few hours. She was practically bouncing in excitement.

“Can we make our characters now?”

So we printed off some fancy character sheets, called over my son, and got creating! The entire process took us around an hour, which included drawing and colouring our ponies. Follow-up ponies we made took much less. About fifteen minutes from start to finish.

We were ready to play!

…sort of. We still had to convince my husband to make a character so he could join in on the game. Haha. I’ll share more details about our first gameplay experience in an upcoming blog post later this month, but for now, we’re going to talk about the rulebook itself. Interested? Read on!

Tails of Equestria: Storytelling Game is an easy to understand pen and paper roleplaying game featuring the world and characters of the hit TV show My Little Pony: Friendship is Magic. The game is aimed at children, but is definitely fun for the whole family. A hardcover book 151 pages in length, this tome is packed full of artwork, and is written in an easy to read font (and font size). Licensed by Hasbro, published by River Horse Games (in Europe) and Shinobi 7 (in the USA and Canada), and written by Alessio Cavatore, Dylan Owen, and Jack Caesar, this book’s suggested retail price is 25 pounds, 30 Euros, 35 American dollars, or 40 Canadian dollars. Of course, that cost will vary a lot depending where you pick it up. I found forty five is more typical online in Canada (if you manage to find a copy in stock at all). The book is sturdy and well made — a must have for kids books! The front cover features an image of the three iconic Tails of Equestria ponies navigating the wilds with a castle in the background. Firebrand, the iconic unicorn takes the lead, with Thrilly Filly the pegasus flying above, and Strong Oak the armoured earth pony alert at the back of the group. My kids love the art, which is drawn by Amy Mebberson, but its the back of the book that really shines for me.

I remember when I was in junior high there was a Chapters nearby that I went to constantly. On one visit I passed by the Dungeons & Dragons Player’s Handbook and stopped in my tracks. I picked it up and flipped through it. I knew in my gut I wanted it, but I had no idea what it was. None. Eventually I put it back and moved on. Every visit afterwards I passed by that book and picked it up. But I never bought it. Not until many years later when someone actually explained to me what the heck D&D was. By then the book store wasn’t even open anymore. I would have liked to buy it from there. But this? This book doesn’t have that problem. Right there on the back cover it explains what this book is, how you use it, and what it’s for. It’s written in simple language that any kid or parent (or grandparent!) can understand. It’s simple, clear, and concise. I love it.

Seriously.

I love it so much I’m going to let you read it for yourself.

What is this book?

Hey there! So I imagine you’ve picked up this book knowing a little bit about My Little Pony: Friendship is Magic. You’ve probably had a quick flick through the book and are wondering exactly what it is.

This book is a manual for a storytelling game, which allows you and your friends to create your very own pony characters to explore the amazing and magical world of Equestria — will you be a dynamic adventurer like Daring Do or a bold treasure hunter like Rarity?

Wait, wait, wait! You said this is a game, but this is clearly a book!

You’re right, but it’s actually both a book and a game. This book contains rules and a story. Rules that will tell you how to make a strong, clever, or charming pony. A story that you and your friends will enjoy, where the choices you make will change the story itself until you are telling the story as much as the book or the GM.

GM… what is that?

A GM (gamemaster) is a player at the table, but instead of playing as a pony, he or she will play as a storyteller, impersonating all of the ponies you meet, the beasts you face, and the challenges you have to overcome. Think of the GM as a narrator in a movie — it is his or her role to tell the players exactly what is happening in the story and what the outcomes of their actions are, depending on their choices.

Cool! How do I win?

Winning a storytelling game is very easy; you just need to have fun! Tails of Equestria is not about getting to the end of the board or having the most points, but all about having fantastical adventures and using the magic of friendship to overcome any obstacle that stands in your way, You and your friends, including the GM, are all on the same team — as long as everypony is having fun, everybody wins!

So open up Tails of Equestria and be prepared to enter a world of magic and friendship.”

See what I mean? Simple, approachable, and understandable. This isn’t just a book for RPG gamers. In fact, most of the kids who pick up this book won’t have played a pen and paper RPG at all. This is a book that can guide kids to becoming RPG gamers in a way that’s fun, cool, and tailored to them. It’s really well done.

Tails of Equestria: Storytelling Game is split into fourteen sections: twelve chapters, an adventure module, and the appendix. The chapters are each colour coded, which makes the book super easy to navigate and has the added bonus of making it look like a pleasant rainbow. Even better, the chapters are well ordered. One naturally progresses into the other in a way that just makes sense. It’s perfect.

The book starts off by explaining what a roleplaying game is, how to play them, what you need to play, what kind of dice the game uses, and some other supplemental material that some people like to use but isn’t mandatory. It mentions other Tails of Equestria products (like dice sets, gaming screens, and ‘tokens of friendship’), but also offers free solutions. It suggests using beads, buttons, and other small objects as ‘tokens of friendship’ and recommends free dice rolling apps. It also has dice charts in the back of the book so that all you need to do is flip to the proper chart, close your eyes, and point, to figure out what you’ve rolled. Offering these free alternative options in a way that makes it seem normal and acceptable is really important. Parents don’t want to be shelling out a ton of money after already having paid for a rulebook. Also, kids who do use buttons and the dice chart don’t need to feel like they’re left out or ‘making due.’ It makes it clear that you don’t need fancy supplies. You just need this one book. There’s also a short section intended for parents, which explains some of the benefits of roleplaying games.

Tails of Equestria: The Storytelling Game then moves on to character creation, which takes up the majority of the book. The first thing you need is a character sheet. One is provided in the back of the book, which you can photocopy. You can also go here to download a variety of character sheets for free. They have blank sheets and ones with male and female ponies, pegasus, and unicorns pre-outlined. My whole family loves those ones, so I highly suggest you give them a gander. Once you’ve got your pony sheet ready you need to choose your pony type.

my litte pony tails of equestria the storytelling game character sheet

Players can choose to be an earth pony, pegasus, or unicorn. Earth ponies are hardy and strong. They gain the stout heart trait, which allows them to really push themselves to accomplish a physical task once a day. They also have higher Stamina (which is your hp) than the other pony types. Pegasus and Unicorns are less hardy than earth ponies, but have special abilities of their own. Unicorns can use magic. They begin the game with telekinesis and can make their horns glow. As they level up you can select more magical powers with them (if you want) such as force fields, stun rays, and teleportation. Pegasus can fly and walk on clouds. As they level up you can even learn to control the weather. There is a fourth type of pony in My Little Pony, the alicorn, but it’s off limits to players. Although kids will likely be a bit sad about that, the book explains quite clearly why, which was more than enough reason for my kids. After all, only Princesses of Equestria can be alicorns, and those thrones are all currently taken.

Once you know what kind of pony you want to use you write down your level, which is one. Then you select your Element of Harmony. This doesn’t have a mechanical effect. It acts more like a a guide to help you and your fellow players know what personality trait your character is most tied to. The Elements of Harmony are generosity, honesty, kindness, laughter, loyalty, and magic (which is a balance of all of the others). Once you’ve chosen your Element of Harmony you allocate your statistics.

Before we get into that, though, let me give you a little context about how this game works. Every pony has three main statistics: Body, Mind, and Charm. Each of these statistics will have a dice type associated with it. In this game your lowest statistic and traits will use a d4, but will increase as you level up, moving on to a d6, d8, d10, and so on. Low dice are bad, and high dice are good. Simple.

If you come across an obstacle — things like kicking down a door, untying a knot, or climbing a cliff — this is called a Test. Your GM selects the Test’s difficulty from a simple chart. Then the players roll a dice for the stat most applicable. Kicking down a door or climbing a cliff would be a Body check, discovering a clue or solving a riddle would be a Mind check, and making friends or telling a joke would be a Charm check. If you beat the DC you pass and if you’re under the DC you fail.

If you happen to have a skill that could also apply to whatever you’re trying to do, like bucking to kick down a door, or keen knowledge (geography) to find your way in the wilds, you get to roll that dice also and keep the better result. For example, if a pony with a Body d4 and Bucking d6 wants to kick down a door, they roll both a d4 and a d6, then they choose which die result they want to keep.

If you’re making a check against a different pony or an opponent, this is instead a Challenge. Examples of this include a baking competition, a race, or a debate. In this case the ponies and opponents involved roll the appropriate dice and the highest outcome is the winner.

Battles are a special type of challenge called a Scuffle. This works just like a regular challenge, except that the loser loses an amount of Stamina equal to the score rolled by the winner. So, if a pegasus and a timberwolf get into a scuffle, they each roll a Body check. If either of them has an additional trait that would be useful they roll that as well and keep the better of their rolls. If the pegasus rolled a 4 and the timber wolf rolled a 6, the timberwolf has won the round and the pegasus loses six Stamina. When you start the game your ponies will have either 10 or 12 Stamina, so battles tend to pass quick. Its a fun and simple way to handle combat. However, it should be noted that scuffles aren’t a major part of Tails of Equestria. Its much more likely ponies will avoid combat with clever roleplaying, creative thinking, and teamwork.

There’s a bit more to rolling than that. Rolling a 1 results in an automatic fail and is called Bad Luck. Beating a Test by double its difficulty is called an Amazing Success, and means something wonderful happens. Rolling maximum on your dice is called an Exploding Hoof and allows you to immediately roll on a dice one step higher (from d4, to d6, to d8, and so on). If you roll higher than your previous roll you can use the higher result, otherwise you keep your previous die roll. And if you roll maximum again? You go up another dice step and keep going. These all turned out to be fun additions to the game. My kids particularly enjoyed the Exploding Hooves. Haha.

Now that we’ve got the basics covered we can jump back into character creation.

All ponies begin with a d6 in Charm (which is your social statistic). Then you get to allocate a d4 and a d6 to the other two stats, which are Body (the physical trait) and Mind (your mental stat). Smart and clever ponies will want to put their d6 into Mind and their d4 into Body, while tough or nimble ponies will want to put the d6 into Body and the d4 into Mind. Earth ponies are a special exception and instead count their Body as one dice type higher, meaning an earth pony’s starting statistics will either be Body (d8), Mind (d4), Charm (d6) for strong ponies, or Body (d6), Mind (d6), Charm (d6) for brainy ponies.

Once you’ve chosen your statistics you calculate your Stamina. This acts as your hp, and is the sum of your Body and Mind stats. This means that pegasus and unicorns will have 10 Stamina to start with, while earth ponies will have 12. Failing Tests, Challenges, and Scuffles can lower your Stamina, as can lack of sleep or a poor diet. You can recover Stamina by resting, eating a good meal, or using Ponybalm (which is like a healing potion).

Now its time to select your Talents, which are sort of feats, special abilities, and skills all rolled into one. Each pony type starts with their own Talent. Earth ponies have Stout Heart (d6), pegasus have Fly (d6), and unicorns have Telekinesis (d6). At level one you also get to select one other Talent from a list, which is tied to your Cutie Mark and is your specialty. This Talent should be a huge part of your character and shape their outlook, personality, name, and so on. There’s a decent sized list of Talents to choose from, many of which have an unlimited number of subtypes. Keen Knowledge, for example, is knowing a lot about a specific topic, but what topic is entirely up to you. Similarly, Creative Flair is something creative that you’re particularly good at, such as baking, comedy, or painting, and Special Skill is something physical that you’re talented in, like bucking, gymnastics, or sneaking. Other Talents are more specific. Healing Touch, which was my personal favourite, allows you to heal an ally, while the Stare allows you to fascinate or command someone to do something. Finally, some talents can only be taken by a specific type of pony. Only unicorns can use magic, for example, and only pegasus can fly. Although the list is nice and allows for a lot of variance between characters, I found myself wishing it was a little longer. Fortunately it’s mentioned that players hoping to create something not on the list can do so with approval from their GM. Although my family has made a few ponies already, we haven’t had the need to do this yet. So far the written Talents have been more than enough.

Whichever Talent you select at level one begins at a d6. Throughout the game you’ll have the chance to upgrade the dice types of your various Talents, and learn more. Any Talents learned later begin as d4s though, so choose wisely.

Once you’ve decided on your Talents you get to pick out a Quirk, which is a character flaw. Again, there’s a decent array of options and, again, I found myself wishing there were more. Fortunately, some of them can be incredibly varied. Fear, for example, is a fear of a specific thing (like spiders or heights). Allergies and Oooohhh… Shiny! are equally variable. The others, such as asthma, blunt, messy, and overconfident are much more specific. Again, as with Talents, players have the freedom to create their own Quirks with GM approval. So why would your pony want a flaw, anyway? Quirks will influence your character’s personality and make them unique. It gives kids something fun and often comical to role-play, and teaches us that no one is perfect. But it has an in game effect as well. Every time your ponies face their fears they get rewarded by the GM. My kids loved this and really embraced their ponies Quirks. It turned out to be a lot of fun.

By now your pony is nearly complete. You’ll need to design their Cutie Mark, draw your pony, and give them a name. Some of the ponies my family created included Soothing Heart the over-prepared earth pony mother, Flying Recall the mystery solving pegasus with a sixth sense for trouble, Bunna the stuffed animal seamstress unicorn who can talk to animals, Nugget the unicorn artist who hopes to draw every magical creature in existence, and Thunderhoof the kung-fu fighting earth pony who wants to be an action star. All in all, this game allows you to make unique ponies with only a short amount of work. It’s a fun, streamlined process that everyone enjoyed.

What’s left? Gear. Now, most ponies don’t need to pick up any gear to start. But some, such as adventuresome ponies or those who have a goal or job in mind, will want to spend some of their money — called Bits — on gear before they begin the game. There’s a solid list of equipment you can purchase in the game, with enough variability that nearly all characters should find the things they need (or a similar item whose cost they can use). Whether you decide to spend your bits or not, each pony begins with 400 bits. In between adventures your ponies can earn 200 bits per month plus or minus d20 bits, as determined by the GM. All in all we found that bits and gear were a nice and important addition, but not integral to gameplay.

Finally, players determine how many ‘Tokens of Friendship’ they begin the game with. These are special crystals (or beads, buttons, and so on) which you can use to reroll dice, automatically pass a failed roll, or slightly change the storyline (depending on how many you spend). You begin the game with Tokens of Friendship equal to the number of people you are playing with (including the GM). You also gain more at each level up. If you decide to use your tokens to help out someone else, you reduce the cost of spending Tokens of Friendship. In very rare circumstances, players and characters who are particularly kind can also be gifted a bonus Token of Friendship by the GM. We found that this was a really fun aspect of gameplay that everyone got into the spirit of.

As you adventure your characters will learn and grow. Tails of Equestria does away with experience points, instead allowing ponies to level up after every adventure — or in between sessions if an adventure is particularly long. When a pony gains a level they increase one of their Statistics (Body, Mind, or Charm) by one die type (a d4 becomes a d6, a d6 becomes a d8, and so on). If they choose to increase Body or Mind this also creases their Stamina accordingly. For every Talent that you used in the previous adventure you increase it by one die type as well. Then you either select one Talent you didn’t have a chance to use and increase it by one die type, or you select a new Talent to gain at d4. Finally, your characters gain a number of Tokens of Friendship equal to the number of players (including the GM) who participated in the last adventure. very rarely you can select a new Quirk if you want, but it has to be for something that happened during your adventure, and each pony should do this only once or twice. For example, if your earth pony fell in a pit full of snakes and you role-played them being horrified by the events they might take the Quirk fear (snakes). This approach is simple and easy to understand, but you’ll soon see your PCs all branching off in different directions the more they level up.

With character creation and the basics of the game out of the way, Tails of Equestria: The Storytelling Game goes on to further explain gameplay for players and GMs. Which should bring us to the end.

Only it’s not the end!

This book also comes with an adventure for first level characters called The Pet Predicament. I cannot express how happy I was to discover this. Particularly after I read it! It is honestly the perfect start adventure for this game. And, it’s not a short or cheap adventure, either! It’s forty pages in length if you count the stat blocks it comes with. It took my family two sessions to play through, though my kids were so engrossed they wanted to play it in one. But, alas! It was bedtime. Haha.

my litte pony tails of equestria the storytelling game in game

In a practical sense, this adventure is incredibly important. It provides a first adventure for players to use, and teaches them how a game should be run by example. For experienced players it also serves to alter our preconceptions about RPGs, and really shake things up. That’s because Tails of Equestria isn’t the same kind of RPG as Pathfinder or D&D. It downplays battle, and really encourages players to use creative thinking, kindness, teamwork, and roleplaying to overcome obstacles. This game requires a different mindset than other RPGs. Happily it’s a mindset that kids and young players will naturally settle into and flourish. I honestly cannot be happier with how this game played.

So what is the Pet Predicament? I mentioned it was the perfect starter adventure for this game and I meant it. It’s well written, engaging, and fun. There’s plenty of opportunity for Scuffles, but just as many chances for players to completely avoid Scuffles with Tests an Challenges. It features the Mane Six (main characters) from My Little Pony: Friendship is Magic as initial NPCs, and leaves the PCs as their pet-sitters. Any kids who has seen the show will be absolutely thrilled at this turn of events. Getting to meet such famous characters is enough to make many kids squeal in glee, and finding themselves the caretakers of all six of their pets? I’ve never met a kid who doesn’t love animals! Both my son and daughter got super into this adventure. They did their best to take care of the animals, feed them their favourite things, pamper and play with them, and so on. Unfortunately for your pet-sitters, not all of the pets are well behaved. Fluttershy’s rabbit, Angel, is a menace (as fans of the show will know!). My daughter, who adores rabbits, had a ton of fun dealing with the fluffy little terror. But, like all good adventures, something goes wrong. And this time? There’s definitely a rabbit to blame! The pets soon get lost in the dangerous and spooky Everfree Forest, and its up to your PCs to rescue all the pets, brings them back to Fluttershy’s cottage, and clean up. Their adventures will present them with all kinds of obstacles, Tests, and Challenges. Rescuing each pet will take creative thinking and teamwork. How each task is accomplished is incredibly open ended, which really allows your group of PCs to use their own unique approach to get things done. I’ll refrain for spoiling any more of the adventure, but I will say that it’s a delight to read, GM, and play. Everyone in my family had a blast (including my husband).  The ending also had my kids hooked, as it leads directly into the Tails of Equestria: The Curse of the Statuettes adventure (although the book also encourages kids to create their own adventure with the cliff hanger ending as an opening plot hook).

In the end, my entire family loved Tails of Equestria: The Storytelling Game. It’s fun, fast-paced, and simple, but offers everyone at the table plenty of opportunities to role-play and work together. I had a blast sharing this game with my kids. And my kids? They couldn’t be happier. In fact, my daughter is sitting in her bed with a little notebook and her rabbit pen creating another character as we speak.

Absolutely a wonderful game.

 Jessica

 

Starfinder Alien Archive 3 Announced

Starfinder recently announced Alien Archive 3!

Like previous Alien Archives this book is going to contain over a hundred aliens for allying with or fighting against, as well as over a dozen which can be used as player races. Starmetal dragons, living holograms, ‘body-snatching flayer leeches’ and irokirois from Osoro have all been confirmed to be in the book. Playable alien races include an intelligent swarm of tiny insects and a bioluminescent cephalopod.

alien archive 3 temp coverAs an added bonus Alien Archive 3 is going to contain some other player options and gear, which is a nice change of pace. Best of all? Rule for pets, mounts, and combatant creature companions! My daughters dreams have just come true. Haha.

Pre-order for Alien Archive 3 is scheduled to begin in August 2019.

Other exciting upcoming Starfinder products include the Dawn of Flame Adventure Path which is scheduled to begin with Starfinder Adventure Path 13: Fire Starters in February, followed by #14: Soldiers of Brass (Dawn of Flame 2 of 6) in March, #15: Sun Divers in April, #16: The Blind City in May, #17: Solar Strike in June, and finally #18: Assault on the Crucible in July. The highly anticipated Starfinder Beginner Box is coming out in April 2019. Finally, the newly announced Attack of the Swarm Adventure Path is scheduled to begin with Adventure Path #19: Fate of the Fifth in August. There’s some awesome pawn collections coming out as well, with the Against the Aeon Throne Pawn Collection coming out this month, the Alien Archive 2 Pawn Box out in February, the Signal of Screams Pawn Collection out in April, and the Tech Terrain Pawn Collection coming out in August.

This is going to be one exciting year!

Jessica

 

Starfinder Wednesday Tackles the Vanguard!

Wednesday night on Starfinder Wednesday Dan and the gang over at Paizo talked about the Character Operations Manual Playtest, where you can take three new Starfinder classes for a test drive. This week was the final of three episodes streaming over the past month that took an in depth look at these three classes: the biohacker, the witchwarper, and the vanguard. So which was up last?

The vanguard!

Host Dan Tharp welcomed special guests Owen K.C. Stephens and Joe Pasini to the show. Joe wrote the vanguard. Although this was his first time on the show he seemed comfortable and did a great job! Really enjoyable to watch!

StarfinderCover
Want to get in on the game? All you need is the Starfinder Core Rulebook! Want more races or enemies? Pick up Starfinder Alien Archive and Alien Archive 2. Want more gear? Check out Starfinder Armory. Want to learn more about the worlds of Starfinder? Pick up Starfinder Pact Worlds.

To kick things off Dan asked Owen and Joe about the Starfinder Operations Manual Playtest. How has it been going? What sort of feedback have they been getting? What’s good and bad and so on. Owen admitted that it is both productive and frustrating. Obviously when you put creative content out there that you think is great and ask people to find it’s flaws and problem areas, they’re going to do that. And find flaws the playtesters have! Haha. But, in a good way. All these problems that have been identified are areas the team is excited to tackle and improve upon. Most exciting, Owen said that even the negative feedback has still been positive. Turns out fans really like the concepts of the three character classes — the biohacker, the witchwarper, and the vanguard — and are excited to see them in play. All in all, the folks at Paizo appreciate the time everyone has spent on this playtest and look forward to hearing more from us.

As an outsider, it sounds like they have some polishing and tweaking to do, but nothing too major.

For those of you who haven’t provided feedback to Paizo’s messageboards or surveys yet, you’ve still got time. The Starfinder Operations Manual Playtest closes on January 16th. Be sure to get your responses in by then!

From there the conversation shifted onto the vanguard. This was Joe Pasini’s first time developing a class, and I think he did a really great job. But, when asked his thoughts on writing classes he laughed and replied “Can’t say I recommend it.”

Hahaha! Awesome.

The gang clarified that writing classes is among the hardest things you can do in a d20 game, as this is the primary way in which the players are going to interact with your game. They have to be great, so your game can shine. Writing and developing them can be stressful.

The vanguard is mechanically different than anything they’ve done before, so they want it to play differently. It should feel different than a soldier and a solarian (which are the two nearest comparable classes), but it should still be as effective. Vanguard’s don’t do as much damage as those other full BAB combatants, but they target EAC, so they nearly always hit their enemies. But, at its core, its the vanguards resilience that makes them special.

Joe explained that when they were creating ideas for new classes, very early on they decided they wanted a constitution based tank type of character. It was Joe who suggested tying that to the idea of entropy. Further meetings helped focus the class down to its inspirations and final concept. And that’s when Joe got to step in, stare at some blank paper, and try to make it work.

In the end, vanguards became a class that stand strong on the front lines, protect their companions, take hits and become empowered because of them. They don’t mind getting hit, because it lets them use their abilities more effectively. They’re a class that’s just really cool and different. Both tactically and mechanically.

During the interview, Joe explained that one of the things he’s most excited for about the vanguard is how it can create a lot of different kinds of characters. It’s inspiration was very broad — including Captain America, the Juggernaut, the Terminator, David Dunn (from the film Unbreakable), and many more. All these kinds of characters and more can be expressed as vanguards. Later in the episode, spurred on by viewer questions, they even chatted about barathu and contemplative vanguards. (Which are awesome!)

Now, like the other playtest classes, vanguard is not without its flaws. Owen has pointed out that from playtest feedback they’ve discovered that vanguards sometimes have trouble getting into combat and could use a method to speed themselves up. In addition, they have nothing to spend their entropy points on at first level. Owen and Joe mused about creating a way to use entropy points to gain a speed burst (either short or long term) in order to fill both design gaps.

Yes, please!

Much to my surprise and excitement, a creation of my daughter’s was mentioned in the episode, as well as her desire for animal companions. While we were watching she squealed in glee so loud we had to rewatch the mention just to hear what they said about her. And then she asked us to rewatch it some more. Haha. It made her night! Scratch that. It made her month. Probably longer.

“I was reading through [Starfinder Wednesday Fan Club message board] and saw someone posted that their daughter has a rabbit companion that they have strapped to their hoverdrone that follows them around. I thought that was so cool,” said Joe Pasini.

“That’s so awesome,” Dan Tharp agreed.

“And they’re asking about animal companion rules and I think that that would be cool. Some kind of alien companion rules.”

Surprisingly, Owen lavished praise on the idea in a way that insinuated they might already have such a thing in the works — or at least planned for the future. Here’s hoping it comes out with the Player Operations Manual! Haha. But, alas! Owen would offer no further spoilers!

Right near the end Joe brought up my daughter’s drone-wearing rabbit again, saying he’d like to hear more about it. Not just the rabbit, but cool concepts and ideas that are different. He explained that he loves that all the new classes are Starfinder classes. They’re not Pathfinder classes ported over to the new game. They’re different and unique, and they allow players to tell new kinds of stories.

And he’s right.

They’re varied and wonderful, and adaptable. They allow us to make something cool, while forcing us to think a little deeper. Not just the new classes. All of the Starfinder classes.

I really enjoyed last night’s episode. If you haven’t watched it yet, I highly recommend you do. Joe and Owen were great guests, and they offered wonderful insight into making not only the vanguard, but classes as a whole. Just wonderful stuff! Starfinder Wednesday streams live on Paizo’s twitch channel every Wednesday at 4 p.m. PST. You can also watch already aired episodes on their Twitch stream, or watch partial episodes on their youtube channel. For more information on the Character Operations Manual Playest and to download the new classes check out StarfinderPlaytest.com.


critical hit deck skittermander taylor fischer
Skittermanders are a delightful race that love to help! You can find statistics for playing skittermanders in Starfinder: Alien Archive, play as a crew of skittermanders in the free adventure Skitter Shot, and see plenty of skittermander artwork in the new Starfinder Critical Hit Deck, featuring art by Taylor Fischer.

Before we sign off, my seven year old daughter would like to share some information about her now famous (at least in her opinion) drone-wearing rabbit.

“Hugs is a skittermander with fluffy pink and brown fur and a happy smile. She loves people and animals, even if they are ugly or maybe mean bad guys. And she loves making friends. She’s a mechanic, and an ace pilot, and she has a pet rabbit named Bun-Bun. To keep Bun-Bun safe Hugs made a hoverdrone which Bun-Bun wears like a backpack! It looks like Bun-Bun is a tiny pilot flying the hoverdrone and firing its weapons! Haha! But, Hugs controls the hover drone with her own AI, like all drones, and Bun-Bun is just along for the ride. Luckily, Bun-Bun really likes flying. Right now Hugs is teaching Bun-Bun to be her co-pilot! She has trained her to click a button on command. Hugs shouts:

“Bun-Bun! Do the thing!”

And Bun-Bun clicks a button. But, Bun-Bun can’t tell the buttons apart or anything, so he never clicks the right one! He always messes it up and its always very funny! But, Hugs thinks he is a great co-pilot. He just needs some more practise!”

Thanks for joining us today!

All the best,

Jessica (and family!)