Crowdfunding Spotlight: Realms of Atrothia

Today we’re talking about a Kickstarter I’m super excited for: Realms of Atrothia: Primary Expansion which just launched this morning! I’ve already made my pledge (although my children are urging me to give more) and  today we’re doing our part to make this book a reality!

So what is Realms of Atrothia?

Realms of Atrothia Primary Expansion

In short, Realms of Atrothia: Primary Expansion is a high quality hardcover d20 book that offers players a rich new campaign setting, imaginative character options, and exciting game mechanics to play around with. It’s Pathfinder First Edition compatible, and scheduled to be released this fall. Realms of Atrothia is the brain child of my brother, Kris Leonard. Kris is the founder of Sunburst Games, an independant Tabletop RPG company focused on Pathfinder Compatible content for the next generation.

I’ve had the opportunity to create plenty of content for this amazing book already, which has been an awesome (and time consuming!) experience. Even more exciting, my daughter’s rabbitfolk race will be featured as a new primary race in Realms of Atrothia! She’s over the moon with this development!

Want more details? Read on for more information straight from the source: Sunburst Games mastermind: Kris Leonard!

“Realms of Atrothia: Primary Expansion is a hardcover book that will surely be the newest addition to any Tabletop Gamer’s library. With an expected release in fall 2019, our Kickstarter just launched this morning. Building upon the legacy of the Pathfinder Roleplaying Game, and the existing d20 game system which is over 35 years in the making, Realms of Atrothia: Primary Expansion includes all new game mechanics, and player options.

Featuring the Realms Campaign Setting, the Ascended system for running a game beyond 20th level, and expanded player content, including new archetypes, base classes, feats, gear, magic items, races, and spells, Realms of Atrothia: Primary Expansion is sure to capture the imaginations of Players, and GMs alike.

You can adventure through a whole new world with lost civilizations, unexplored jungles, and political intrigue abound. Dine with the Hegemony of Kalmarune’s vampire aristocracy. Contend with the Trennian Empire’s claim of national superiority through widespread use of black powder. Push back the ever-expanding armies from the forsaken lands of Xer-Kol whose fanatical peoples serve the whims of the god of corruption bound within their borders. The Realms of Atrothia await.”

Awesome! But, what will we actually be getting?

New Races

Packed with over 25 new playable races, Realms of Atrothia: Primary Expansion features an expansive array of racial options including Alternative Racial Traits, Favored Class Bonuses, Racial Archetypes, and Racial Feats. Including fully re-balanced Legacy Races already seen in the Pathfinder Roleplaying Game, as well as new Primary Races such as the Anithrope, Caitsith, Giantborn, Half-Troll, Hecavus, Immortis, Lupine, Minotaur, Rabbitfolk, Tortoisefolk, and Volaris. If that’s not enough, get ready for dozens of Monstrous Races, such as Cyclops, Dracolyte, Gargoyle, Harpy, Oni, Medusa, Moonbeast, Pixie, Sphinx, Treant, and Yeti! These are powerful races which are modified for play at 1st character level, but cannot reach full strength without pursuing the Exemplar Primary Class for one or more levels.

New Classes

New heroes have arrived with Realms of Atrothia: Primary Expansion. Featuring seven new Primary Classes including Artificer, Erudite, Esoteric, Exemplar, Knight, Priest, and Spellsword, as well as dozens of new Class Archetypes for both the Legacy Classes already seen in the Pathfinder Roleplaying Game and the Primary Classes. In addition they’re introducing a new kind of archetype: Universal Archetypes, which can be taken by any class.

New Worlds

Get ready for a whole new world of adventure! Realms of Atrothia: Primary Expansion includes a new Campaign Setting, the World of Atrothia. Featuring over 25 new deities, including the redeemed knight Davros, and the corrupter Xeronoth, and more than 50 regions to explore, such as the undead aristocracy of the Hegemony of Kalmarune, the pinnacle of prosperity that is Palisade, and the unexplored reaches of the Mogen Wildlands.

New Equipment, Spells, and Game Mechanics

But, that’s not all! There’s new equipment, magic items, spells, and feats for characters of all kinds. There’s also new game mechanics, including the Ascended System, which allows for high level play past 20th level, and ascending to godhood!

To learn more about Sunburst Games, Realms of Atrothia, and their products be sure to check out their website: SunburstGames.com! Want to support the Kickstarter, see some awesome artwork, or find out more? Click here! You’ll be happy you did!

Thanks for joining us today. We hope you enjoy taking a look at Realms of Atrothia!

Dream big,

Jessica

Check out some of the wonderful art that will be featured in Realms of Atrothia: Primary Expansion! Art courtesy of Sunburst Games. Illustrated by Rigrena

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.

Haunted Earth Elemental by Graey Erb.jpg
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

 

Pathfinder Adventure Card Game: Revamped!

pathfinder adventure card game core set
Sneak peek of the upcoming Pathfinder Adventure Card Game: Core Set! Awesome!

Exciting news from Paizo this week as more spoilers and sneak peeks for the Pathfinder Adventure Card Game were shared with the world.

For those of you who don’t know, the Pathfinder Adventure Card Game is a cooperative strategy card game that allows 1 to 6 players to take on the role of heroes and pits them against monsters, traps, henchmen, and villains. Players will also have the opportunity to discover treasure, magical spells, divine blessings, and allies, as they struggle to complete their goals. “Each player has a unique character composed of a deck of cards and a set of stats. Roleplayers will find the stats very familiar—characters have classes such as fighter, wizard, and rogue, as well as numbers that define strength, dexterity, intelligence, etc.” Over time you’ll customize your deck and character, either by earning new rewards, or by buying Character Add-On Decks (there’s a whopping twenty-seven of these, by my count!). To begin play you need one of the Base Sets, each of which includes the first chapter of an adventure path and all the cards you need to play it. Once you’re done the Base Set you can continue with follow up Adventure Decks, which continue the story for yours characters. Base Sets currently include Rise of the Runelords (along with it’s five Adventure Deck expansions: The Skinsaw MurdersThe Hook Mountain MassacreFortress of the Stone GiantsSins of the Saviors Deck, and Spires of Xin-Shalast), Skull and Shackles (along with it’s five Adventure Deck expansions: Raiders of the Fever Sea, Tempest Rising, Island of Empty EyesThe Price of Infamy, and From Hell’s Heart), Mummy’s Mask (along with it’s five Adventure Deck expansions: Empty GravesShifting SandsSecrets of the SphinxThe Slave Trenches of Hakotep, and Pyramid of The Sky Pharaoh), and Wrath of the Righteous (along with it’s five Adventure Deck expansions: Sword of ValorDemon’s HeresyThe Midnight IslesHerald of the Ivory Labyrinth, and City of Locusts).

But, there’s changes coming to the Pathfinder Adventure Card Game! Lots of changes!

Last year it was announced that the Pathfinder Adventure Card Game was getting revamped. Not rebooted, mind you. All of your old cards will still work with new ones. But, updated.

Why?

In short, they want to make the game better, faster, and smarter. When asked what challenges the game faces, Mike Selinker explained the following issues:

  • “The game is a bit too slow in all phases: how long it took to set up, how long it took to take a turn, how long it took to tear down. We looked for solutions that sped up everything, even if we gained just a few seconds here or there.”
  • “For a game set in one of the most expansive fantasy worlds ever made, we gave you too little story. The opportunity we had to tell stories was mostly limited to tiny boxes on the backs of cards, and conveyed very little of the depth the orignal storytellers had given us.”
  • “Though we tell many different stories, the game often gives off a feeling of sameness.”
  • “Groups of players get varying experiences by group size. A solo character is less likely to run out of time and more likely to die; the reverse is true for large groups. While that’s fine, giving people the ability to toggle those variables seemed smart.”
  • “Many cards have complicated text. We’ve piled template upon template, sometimes requiring three or four powers on a card before we started making it interesting. Certain card types like armors and spells got burdened in ways we never envisioned.”
  • “Some sets were easy and some were hard, but regardless there was no way to control difficulty. If you wanted to make the game harder, you were on your own. We will benefit from giving players controls for this.”
  • “For a cooperative card game, the game is often not interactive enough. When you want to help your friend, the game generally tells you that you can’t unless you have a card that does so. It’s a co-op game, so it should feel more cooperative.”

They’ve come up with a lot of ways to solve these problems and over the last few months they’ve shared some of the results with us. Further changes and details will continue to be released up until the release of the Core Set this summer. So what do we know so far?

The game boxes will be smaller. The Core Set will measure 9″ x 12″ with Adventure Paths measuring 7.5″ × 9″. That’s a huge improvement!

The story your players go through in each game will be focused on more, and made much more clear. Personally, I’m thrilled for this change, as it’s the rich stories and worlds which drew me to Pathfinder in the first place. Inspired by the exciting stories of the Pathfinder Adventure Card Game Guild, they’re getting rid of Adventure Path, Adventure, and Scenario cards, and creating a storybook instead, which will have much more story and content. Each scenario will have a two-page spread in the 5.5″ x 8.5″ storybook. For the Core Set this storybook will be 24 pages long. Curious what this would look like? Check below!

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An unfinished sample of Scenario 0 from the Core Set Dragon’s Demand Adventure Path. Image courtesy of Paizo Inc.
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A finished sample of Scenario 1C from the Core Set Dragon’s Demand Adventure Path. Image released during PaizoCon 2019, courtesy of Paizo Inc.

There’s also going to be a variety of ways for you to change the difficulty and length of your games — which is awesome! As a player with young kids, this is a must have for everyone to enjoy the game. Shockingly, my kids don’t like dying all the time. Haha. To aid with this you’ll have the ability to use small, medium, and large locations, and you’ll be allowed to add or remove cards from the Blessings Deck, which is now going to be called the Hourglass. They’ve also added Wild Cards, which can alter scenarios and affect difficulty.

This past week they unveiled some further changes which highlight how they’re streamlining and simplifying the game, it’s text, and its rules. This would make it easier to understand, play, and would fix up any known rules quibbles and difficulties. Simple, right? Not so! That’s a ton of work and much easier than it sounds! Haha. New key words have been added to the game which allowed them to get rid of a lot of repetitive and confusing text that appeared on the cards. Reload, Local, Distant, Hour, Hourglass, and Vault are among some of the new terms. But, you can bet there’s plenty more where that came from. Other terms, like Basic and Elite, were removed from the game. The rulebook will contain a glossary, for ease of reference, and some notes on how to use cards from generation one that feature removed terms.

Want a sneak peek at some of the new cards? Below are some examples of what Paizo has shared with the public so far.

Looking good!

So, how is this going to affect the actual products we’re buying? For starters, all you need to play is the new Core Set.

pathfinder adventure card game core set

The core set contains 440 cards and is based on the mega-module Dragon’s Demand, an adventure that sees your players stranded in a small town called Belhaim. Shortly after arriving an old tower in town collapses, some kobold corpses turn up, and the town wizard goes missing. In time they’ll see there’s more going on here than meets the eye, and face off against a legendary dragon who was supposedly killed long ago. The Core Set allows 1-4 players to play. It contains 12 character pawns of the Iconic Classes (the eleven Core Iconics, plus Fumbus the new Iconic Alchemist), a set of dice, tokens for tracking scourges, a quick start guide, a rulebook, and the storybook for running the Dragon’s Demand Adventure Path. In addition to the cards needed for Dragon’s Demand, the Core Set also contains “a modular core for infinite scenarios that allows you to control the difficulty and speed of play.” Colour me intrigued!

In addition, they’ll continue to release Adventure Paths. To play, you mix the cards from the Adventure Path in with the Core Set, and you’re good to go. Want to play a different Adventure Path? Just mix the Core Set with a different Adventure Path. This will even work with the previous Adventure Path releases, like Rise of the Runelords. As an added bonus, this allows you to play with a fifth and sixth player (if you so choose). And the first Adventure Path they’re releasing? Curse of the Crimson Throne, which is one of my very favourite Adventure Paths. So exciting!

pathfinder adventure card game - curse of the crimson throne

This one Adventure Path release contains the entirety of the Curse of the Crimson Throne Adventure Path. Yup! No more multiple expansions needed. Just this one box and the Core Set. Awesome! It contains 550 cards, a 48-page storybook, and four new character pawns (Hakon the skald, Kess the brawler, Quinn the investigator, and Varian Jeggare the wizard). It’s going to be awesome!

Want to read more about the changes? Click on the following links to read the full spoilers on Paizo’s website: Designing the Next Pathfinder ACG, Injecting Story into the Pathfinder ACG, Varying Challenge in Pathfinder ACG, and Rethinking Complexity in Pathfinder ACG: Part One. More details will be released in the coming months.

Can’t wait to get your hands on the Core Set and Curse of the Crimson Throne? Neither can I! Preorders are expected in May 2019.


UPDATE: The Pathfinder Adventure Card Game is OUT! You can also download a free copy of the rules from Paizo here! Want to buy a copy? Check out the links below!

Pathfinder Adventure Card Game: Core Set

Pathfinder Adventure Card Game: Core Set (direct from Paizo)

Pathfinder Adventure Card Game: Curse of the Crimson Throne Adventure Path

Pathfinder Adventure Card Game: Curse of the Crimson Throne Adventure Path (direct from Paizo)

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.

shackled city team
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.

malachite fortress - book - shackled city - d20diaires

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

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’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.

Free RPG Day 2019 Products Announced!

Exciting news from Paizo as their upcoming releases for Free RPG Day 2019 have just been announced!

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

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

This year Free RPG Day will be held on June 15, 2019, with Paizo’s free downloads of the PDFs being available on July 1, 2019. So what are they bringing to the table this year?

For starters, our skittermander heroes from Skitter Shot are set to continue their adventures in Skitter Crash! Written by Jason Keeley, this is a third level Starfinder module that sees our skittermander heroes crash their ship on a mysterious swampy planet after a run in with space pirates and an interstellar cyclone! They’ll need to find their ship, deal with the space pirates, and (of course!) make some nu-friends! It sounds like a blast! I’m absurdly excited for this!

skitter crash - free rpg day 2019

Their second release is called We Be Heroes and will be a Pathfinder Playtest adventure, using the final version of the Playtest rules. This adventure will not grant Playtest Points, but will instead provide players with a chronicle they can apply to a second edition Pathfinder Society character once the new edition is released. We Be Heroes is a first level adventure written by Brian Duckwitz which continues the tradition of the super popular We Be Goblins series (We Be Goblins!, We Be Goblins Too!, We Be Goblins Free!, We B4 Goblins!, and We Be 5uper Goblins!). However, this adventure features a whole new team of goblin adventurers who are set to take on the minions of the Whispering Tyrant! (And zombie pigs?!) Driven by hunger and the orders of their chief, the goblins of the Crookedtoes tribe are tasked with finding out why all the animals in the forest have fled the region, and what happened to the tribe’s best scout. They get to meet up with some heroic knights, explore a wrecked farmhouse, and… be heroes! I’m excited to give this one a read.

we be heroes? free rpg day 2019

For more information on Free RPG Day, check out the official website! They’ll have more information up in the coming months. Got any stories about previous Free RPG Days you want to share? Let us know in the comments!

Jessica

We Be (Good) Goblins
My daughter’s reaction when she realized goblins would be a playable races in Pathfinder Second Edition. Guess her dreams just came true!

PaizoCon 2019: Event Submission, Volunteers, and Updates

As the month wears on PaizoCon is creeping closer. Registration to attend PaizoCon began just over a month ago and this past week event submission began.

PaizoCon 2019 will be held at the DoubleTree by Hilton hotel in SeaTac, Washington over Memorial Day weekend (which is May 24–27). At PaizoCon you can meet your favorite Paizo artists, authors, designers, developers, editors, and personalities. You can also play games at the Pathfinder and Starfinder Society organized play tables, attend panels, seminars, and workshops, get some snazzy sneak-peeks, and (of course) buy stuff! This PaizoCon will also mark the relaunch of the Pathfinder Adventure Card Game (which has been getting an overhaul) and their new Adventure Path: Curse of the Crimson Throne. The Starfinder team  apparently has some secrets to share, and Pathfinder Second Edition is sure to be a hot topic, as well.

The Guests of Honor for PaizoCon 2019 are Liane Merciel (author of Pathfinder Tales: Hellknight), Wayne Reynolds (freelance illustrator whose work includes every Pathfinder RPG hardcover release and the Pathfinder Iconics), and The Glass Cannon Podcast (weekly live-play podcasters who play Pathfinder and Starfinder. I’ve previously written about them here).

In addition to the wonderful events that Paizo employees are going to host, everyone else out there — fans, artists, authors, gamers, third party publishers and so on — are all welcome to host their own events! This is an opportunity to host a seminar, run a game, or just book a table. Whoever you are and whatever you’re hoping to do, now is the time to sign up! By signing up in advance you allow the team running PaizoCon to ensure they have time and space available for you. This also allows PaizoCon attendees to sign up for your events in advance (Very important!).

For more information on how to submit an event for PaizoCon 2019 you can click this handy link that will take you to the appropriate part of Paizo’s website! Event submission closes on March 1st.

Curious about pricing to buy tickets to PaizoCon 2019? Look no further!

  • 4-Day Badges are $75.00
  • 4-Day Kid’s Badges are $40.00
  • PaizoCon Preview Banquet Tickets are $45.00 and include an exclusive commemorative item available only to attendees at the Preview Banquet and through auctions or prizes at select charity events.
  • Purchasing a 4-Day Badge (regular) and a Preview Banquet ticket together are $110 ($10 savings)

For more information on PaizoCon 2019 and to register head over to PaizoCon.com. Want to learn more about the special guests? Check out LianeMerciel.com, WayneReynolds.com, and GlassCannonPodcast.com.

In related news, the Organized Play Foundation (OPF) has put out the call for volunteers for some of the year’s most popular conventions. So if you’re going to PaizoCon, Origins, Gen Con, UK Games Expo or PAX Unplugged and want to volunteer to lend a hand, now is the time to sign up! Paizo is looking for volunteers for Pathfinder Society Roleplaying Guild, Pathfinder Society Adventure Card Guild, Pathfinder Society Academy, Starfinder Society, and Pathfinder Society version 2. Volunteers are rewarded with some awesome swag, although what you receive will vary based on which convention you’re volunteering for, and how much of your time you volunteer. To register as a volunteer head on over to the OPF Convention Volunteer Page and fill out the appropriate questionnaires.

Have fun, everyone!

Jessica

Pathfinder, Studying, Paizo
Image courtesy of Paizo Inc.

Shackled City: Part Three: Jzadirune

Wow, it has been AGES since we’ve have a chance to write a new campaign update! Fear not, fellow readers, our campaigns haven’t come to an unfortunate end. They’re trekking along slowly, in between school, work, and everyday life. So where are we heading today?

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.

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! If none of this sounds familiar you can read this blog post first, which details our characters, or continue on with this article to jump right into the action! You can also check out our previous adventures in Shackled City: Part One and Shackled City: Part Two: A Mystery!

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 bands 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. 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 feel 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.

And so our eclectic team of musicians, janitors, and locksmiths, descends through hidden passageways into the long-abandoned gnomish enclave of Jzadirune, on the trail of subterranean kidnappers!

shackled city jzadirune group
The team!

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, while the cowardly locksmith strongly debating running away when no one was looking.

They stepped foot into Jzadirune and explored a strange room where they heard birds chirping, gnomes laughing, and felt a breeze blowing on their skin. Massive masks hung on the walls. As they moved into to illusion-draped room to look around they discovered two strange doors –- like giant gears that roll into the walls, these were the ‘Doors with Teeth’ divinations had led them to! (See the riddle for more information). My children were thrilled! Beyond thrilled. They had obsessed over that riddle for days. But, seeing a glimmer of light coming from the cracks around one of the doors, Aeris and Mick went to peek inside, while Falco moved deeper into the room.

Suddenly the masks on the wall began to sing, welcoming them to Jzadirune and warning them against pilfering. Although my kids loved it, and asked me to sing the song to them over and over and over, it wasn’t so great for their characters. The illusory song caused the figures beyond the lit door to notice the heroes. Quickly camouflaging themselves, the skulks vanished. They lay in wait to ambush the PCs, but after only one round of battle they ran off, deeper into Jzadirune through makeshift, rough tunnels that had been drilled through the walls.

Our heroes gave chase, engaging in a series of skirmishes against a pair of skulks. Eventually they came to a room with a strange mechanical construct in it, clearly the source of the roughly drilled tunnels. There a dark creeper ordered the construct to attack the intruders, in gnome. Mick laughed and told it to stop. The pair argued and bickered, giving the construct contrary orders until the creeper gave up and fled. Mick was thrilled with his new, neat, half-broken construct, and the group was off again, charging blindly through the tunnels, deeper into Jzadirune.

One battle into this place and they were already super lost! Haha.

Our explorations continued over a whopping eight play sessions and over fifteen hours of gameplay! That’s a LOT, particularly when you take into account that half of our party is children under eight years old. I find that my kids are easily bored by long encounter-heavy dungeons, so I did my best to make it interesting. I combined multiple similar battles into one encounter, turning them into dynamic, constantly moving skirmishes. Other encounters we skipped completely, removing many of the extra enemies that served no immediate story purpose, like vermin. Those encounters that remained were a lot of fun, typically taking place in the most exciting and dynamic of Jzadirune’s rooms. Favourite locations included the previously mentioned giggling masks room, the theatre where you can watch illusory plays, the throne room where you could interact with an illusory gnomish king and learn hints as to what befell Jzadirune, and the underground forest. Since my son’s character spent his early years living in Jzadirune, I made sure to give him plenty of information and history he could discover. No empty room was just empty, there were hints to the room’s purpose and inhabitants, memories he might distantly recall, and places he’s been. His favourite discoveries included a door that had his family’s name on it, and a bedroom that contained a child’s bed and a long-discarded stuffed animal he’s pretty sure was once his. Finally, we played up the personalities and interactions of the NPCs Keygan and Patch, which everyone really enjoyed. Even Aeris was happy to see Keygan reunited with his beloved rat familiar, Starbrow.

My kids had a great time uncovering the mystery of Jzadirune and determining what caused it to become abandoned. And, while my daughter is happy that we’re finally leaving that spooky place behind, my son is a little sad about it. He’s decided that Mick Frimfrocket will reclaim this place once its done. He has big plans to clean it up, make it safe, and use it as a home and base of operations. Maybe he’ll even turn it into an orphanage. Whatever he decides to do, he’s loath to hide the signs of its previous inhabitants. He wants to keep every mural, nameplate, and bed. Preserve every memory he can of the gnomes who once lived and died here. It’s all he has left of his family.

jzadirune mech construct shackled city d20diaries
The map of Jzadirune and my son’s new construct.

In the end our characters discovered that Jzadirune was laid low by a curse that affected their magical objects, causing their users to vanish completely. Those few gnomes who survived the terrifying experience were children. The kidnappers had been using Jzadirune’s ruins as a base of operations, digging tunnels with old broken constructs through the walls to avoid traps and complex doors. And, although they 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.

“And think of the children!” I joked.

My kids nodded. “YEAH! THE CHILDREN!” They were not joking. In fact, they were very, very, serious.

But, by then the weekend was over. It was time to get ready for bed, and prepare for the next week of school. The children would have to wait. But, you can bet that we’ll be playing again next weekend, when we begin our exploration of the Malachite Fortress.

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 Number 97 from Paizo Publishing’s website here.

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.

 

Starfinder Playtest Comes to a Close

Well, that’s it! Today’s the day! The Starfinder Character Operations Manual Playtest officially comes to a close. It’s time to put down the dice and wave goodbye to the biohacker, the vanguard, and the witchwarper.

I don’t know about you, but my family had a blast testing out these classes. My husband created a brakim vanguard that he really enjoyed, I fell in love with the biohacker class, and both of my kids adored the witchwarper! Sure, the classes had some flaws. Vanguard, for example, had no abilities it could use with its ‘entropy points’ at first level, and I personally found the witchwarper’s ‘infinite worlds’ ability underpowered. But all of those things we discovered, complained about, praised, and gave feedback for will now be used by the folks over at Paizo to shake up these classes, and make some improvements. I can’t wait to see what they become!

The Starfinder Character Operations Manual will release in late 2019 and will contain not only these three new classes, but new character options of all kinds! That’s right! Abilities, feats, spells, and everything in between. It’s going to be awesome!

Got any stories to share about your experience with the Starfinder Playtest? I’d love to hear it!

Jessica

Dawn of Flame Adventure Path

Today we’re leaving our chilly Manitoba winter behind and turning up the heat! Gaze into the future with us as we check out the upcoming Starfinder Adventure Path: Dawn of Flame!

Dawn of Flame is a six part Adventure Path for the Starfinder Roleplaying Game which is currently available for pre-order. The first volume, Starfinder Adventure Path 13: Fire Starters (Dawn of Flame 1 of 6), comes out in February and is written by James L. Sutter. The entire campaign takes place around, on, and IN the Pact World’s sun, with a focus on the Burning Archipelago and the sun’s interior. The campaign should take characters from levels 1 all the way through to levels 12 or 13. In a recent interview on Starfinder Wednesday, Chris Simms explained that this Adventure Path is not as dark as the previous ones — putting it in direct contrast to the previous Starfinder Adventure Path, Signal of Screams (which begins with The Diaspora Strain). Much lighter in tone, Dawn of Flame is intended to get back to the heart of Starfinder — that space opera science fantasy mix of fun. This adventure path is full of mystery, surprises, and interesting discoveries. The further you delve into the mystery, the deeper into the sun you’ll travel, making your physical journey a mirror of your intellectual discoveries.

Which is awesome! As a mother of mystery-loving kids, I’m thrilled that this is a campaign my whole family can get excited about.

The Sun? How can I adventure there?!

A-ha! Good question! In a lot of ways the sun of the Pact Worlds is just like ours. It’s an incandescent ball of burning gas and plasma, with intense pressure and heat. Not very hospitable! But, because Starfinder is a science fantasy game, magic has allowed the folks over at Paizo to do a lot of cool things! The Pact Worlds sun has mystical connections (and magical portals) to both the Plane of Fire and the Positive Energy Plane. Plenty of strange beings live within the depths of the sun, such as the starship-sized flame whales that can be seen swimming and breaching through the sun’s plasma. Outsiders from the Elemental Plane of Fire are also known to live within the sun, including sentient beings such as efreet, and azers.

Upon the surface of the sun floats a settlement called the Burning Archipelago. Multiple districts make up this Pact Worlds Protectorate, each of which is contained within it’s own magical ‘bubble’ of unknown origin. These mysterious bubbles keep the neighbourhoods within protected from the harmful effects of the sun, and provide artificial environments that allow many forms of life to thrive. Although all of these bubbles are connected to one another via magical tunnels, only one bubble allows access from outside the Burning Archipelago. This entrance was originally discovered by devotees of Sarenrae (goddess of the sun) who noticed the mysteriously abandoned bubble settlements and attempted to fly as close to them as they could. Miraculously, they stumbled upon the entrance and claimed the settlement for their own. To this day the Church of Sarenrae has influence over most of the Burning Archipelago, including the only entrance. In the time since its founding, many people have come to the Burning Archipelago, including corporations, scientists, beings from the Plane of Fire, and citizens of the Pact Worlds. Each district has become home to different groups, communities, and industries, and serves different purposes. Each has its own security force, with the Sarenite Dawn Patrol, and the Pact Worlds Stewards acting as other over-arching police forces. Neighbourhoods of the Burning Archipelago include Asanatown, Chroma, Corona, Dawnshore, Fireside, Stellacuna, and Verdeon. The sun has many structures and life forms for its citizens to marvel over and study, and plenty of mysteries to unravel. For more information on the Pact Worlds Sun and its many secrets you can check out Starfinder: Pact Worlds.

the sun - burning archipelago - entrance - dawnshore
Entrance to the Burning Archipelago, as seen in Starfinder: Pact Worlds

Dawn of Flame

At its core, Dawn of Flame is about mystery and discovery. About unravelling secrets, and going places no one has gone before. Your characters will discover new settlements and people, strange creatures, and powerful enemies. After uncovering the machinations of a semi-divine being they’ll need to work fast to protect the sun from extraplanar conquest! The fate of the Pact Worlds Sun in is their hands!

Fire Starters

starfinder dawn of flame adventure path fire starters
Starfinder Adventure Path 13: Fire Starters (Dawn of Flame 1 of 6)

The Dawn of Flame Adventure Path begins in the Burning Archipelago, and involves Far Portal — a structure that, like the Burning Archipelago itself, is far older and more technologically advanced than anything in the Pact Worlds. It’s creator and purpose is a mystery, but it’s function is not. Far Portal is a magical portal to a particularly inhospitable region of the Plane of Fire. It hovers nearby, within sight of the Burning Archipelago, but rarely sees use. Although intrepid and foolhardy explorers sometimes enter it, none have ever returned. What’s more, nothing has come out of it. Ever. Until now! A ship flies out of Far Portal, chased by an astoundingly big flame whale. The portal soon disappears INTO the sun, and a massive psychic disturbance wracks the populace. These life-changing events lead our PCs to accept work for a local scientist, in an effort to help her figure out what’s going on. PCs will need to travel into Asanatown, a lashunta enclave in the Burning Archipelago, to contact another scientist who can help. Unfortunately, the psychic burst has hit the telepathic citizens of Asanatown hard. Tensions boil over, and chaos erupts in the district. Finding that scientist? Yeah, that’s the easy part…

Starfinder Adventure Path 13: Fire Starters (Dawn of Flame 1 of 6) is written by James L. Sutter and is intended for 1st-level characters. In addition to the adventure itself, this volume contains detailed information on the district of Asanatown (written by Jason Tondro) and the Church of Sarenrae and its worshippers (written by Patrick Brennan), including some new equipment common to her worshippers. The Alien Archive entries focus on extraplanar creatures, including ifrits and proteans, and is written by Leo Glass, Owen K.C. Stephens, and James L. Sutter. The Codex of Worlds introduces us to a “beautiful resort planet” with connections to the Plane of Water, and is written by Lacy Pellazar. Finally, the ship that will be showcased is a Sarenite vessel designed by Jason Keeley.

Soldiers of Brass

starfinder sadventure path dawn of flame soldiers of brass
Starfinder Adventure Path 14: Soldiers of Brass (Dawn of Flame 2 of 6)

Starfinder Adventure Path 14: Soldiers of Brass (Dawn of Flame 2 of 6) is written by Crystal Frasier and is intended for characters around level 3. By now your PCs work for the Deep Cultures Institute, which is a scientific corporation of dubious reputation that believes there are not only ancient archeological sites to discover within the sun, but living breathing people and cultures. Intent on unraveling the mysterious psychic burst that came from the Sun’s depths, they’ve turned to outside help to aid them. But, when important data is stolen from DCI your PCs will have to track down the thieves, retrieve the data, and figure out why they wanted it in the first place.

This adventure will take your players through Stellacuna, the district that is home to the Deep Cultures institute and other centres of learning, and Corona, a dangerous district that is home to many denizens of the Plane of Fire, and the infamous market known as the Brass Bazaar. Although no further information is currently available as to the other articles in this book, I imagine we’ll be treated to an in depth article on the district of Corona.

Brass Bazaar
The Brass Bazaar

Sun Divers

Sun Divers
Starfinder Adventure Path 15: Sun Divers (Dawn of Flame 3 of 6)

Starfinder Adventure Path #15: Sun Divers (Dawn of Flame 3 of 6) is written by Joe Pasini and is intended for 5th-level characters. During this part of the adventure path your characters will have discovered proof of a settlement within the sun’s depths, and have the coordinates to get there. The problem? A ship! Your PCs will need to track down the creators of an experimental ship known as a Sun Diver, and retrieve it from the shady folks who have it now. In addition to getting to explore the Verdeon district of the Burning Archipelago, they’ll get to take their  awesome new ship (that looks a lot like a pinecone!) beneath the surface of the sun, and explore an undiscovered city!

Further content in this volume includes an article on Noma (the newly discovered bubble-city) and on organized crime. Alien Archive entries are said to include creatures that live within the sun. Although the planet examined in the Codex of Worlds is still a mystery, the ship that will be detailed is going to be the Sun Diver.

The Blind City

Starfinder Adventure Path #16: The Blind City (Dawn of Flame 4 of 6) is written by Ron Lundeen and is intended for 7th-level characters. Your PCs time in the bubble-city of Noma has led to further discoveries, including an ancient magical tablet. Bringing the tablet back to the Burning Archipelago for translation causes a clash with the cult of Azathoth. If they’re lucky, your players will beat back the cultists and discover the coordinates to another mysterious location within the sun, known as Ezorod. The discoveries they make in this lightless (yes, you read that right: LIGHTLESS), foul dungeon will change their lives forever, and finally place the PCs on the trail of Dawn of Flame’s major villain.

Further content in this volume includes an article on various cults found in the Pact Worlds, and a bunch of new and weird techonological and magical equipment. The Alien Archives include new creatures from throughout the multiverse. Information on the Codex of Worlds and ship details have yet to be revealed.

Solar Strike

Starfinder Adventure Path #17: Solar Strike (Dawn of Flame 5 of 6) is written by Mark Moreland and intended for 9th-level characters. It begins with the PCs receiving a distress call from the peaceful citizens of settlement deep within the sun who are under attack by efreet invaders from the Plane of Fire. Your PCs will need to dive back below the surface of the sun to liberate the city of Kahlannal from their conquerers! Unfortunately, this isn’t an isolated incident. It’s the start of an invasion…

Further content in this volume includes an article on the bubble-city of Kahlannal, and an article on the cultures of the Pact Worlds sun and other stars throughout the galaxy. Content of the Alien Archives, Codex of Worlds, and ships has yet to be announced.

Assault on the Crucible 

Starfinder Adventure Path #18: Assault on the Crucible (Dawn of Flame 6 of 6) is written by Jason Tondro and is intended for 11th-level characters. It is the final volume in the Dawn of Flame Adventure Path and should bring your PCs to level 12 or 13. In it, the efreet army, acting at the behest of a semi-divine being from the Plane of Fire known as Malikah, launches an assault on the Burning Archipelago from the depths of the Sun! Aware of this coming attack your PCs will have have to defend the city, bring the fight to the enemy at their hidden base, close the portals to the Plane of Fire, and return Far Portal to its home on the surface of the sun! Epic stuff!

Further content in this volume includes an article on continuing the Dawn of Flame Adventure Path past the story’s conclusion, and an article on Starfinder’s version of the Plane of Fire. The Alien Archive is said to contain creatures from the sun, the Plane of Fire, and elsewhere in the galaxy. Details on the Codex of Worlds and ship details have yet to be revealed.

An Ending

And with that we come to the end of the Dawn of Flame Adventure Path. Or rather, we come to the beginning. Next month the first volume of Dawn of Flame will be in our hands and we’ll get to create characters that can embark on this epic quest of discovery. Turns out the fate of the entire Pact Worlds hangs the in balance. No pressure! When asked if he had any further thoughts and themes that he wants Starfinder fans to come away from Dawn of Flame with, Chris Simms had this to say:

“There’s no place you can’t go.”

And he’s right! Starfinder is a game that allows us to go anywhere, explore anything, and become something greater than ourselves. It’s a world of advanced technology, alien species, and powerful magic. This fusion of big, bold ideas has led to a truly wonderful game. If you haven’t given it a try, I highly suggest you do!

Want more information on the Dawn of Flame Adventure Path, or to see awesome artwork from Fire Starters? Check out this past week’s episode of Starfinder Wednesday, featuring host Dan Tharp and special guest Chris Simms!

Enjoy!

Jessica


UPDATE: Check out the recently released Dawn of Flame Trailer!

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