Review: Monsters & Creatures and Warriors & Weapons!

Hello, and welcome to d20diaries!

A new series of Dungeons & Dragons books aimed at children is scheduled to launch next week and we are absolutely thrilled to be in possession of advance copies of these delightful new books, which we’re going to share with you today!

The Dungeons & Dragons Young Adventurer’s Guide series is written by Jim Zub, Stacy King, and Andrew Wheeler. The series begins with two simultaneous releases on July 16th, 2019: ‘Monsters and Creatures’ and ‘Warriors and Weapons.’ There are two more books in development that are scheduled to be released in Fall 2019 (Dungeons & Tombs: A Young Adventurer’s Guide) and Spring 2020 (Wizards & Spells: A Young Adventurer’s Guide) and, if they’re popular enough, there may be more beyond that in the future. The D&D Young Adventurer’s Guide series is intended for middle-grade readers (ages 8-12) and meant to inspire these young readers to read, write, create, imagine, and of course, play D&D. The American cover price for each of the books is $12.99, with the Canadian cover price $17.50. Each book is 105 pages long.

Young Advendturer's Guide

Before we take an in depth look at each of the books individually, let’s talk first impressions…

These books look and feel great! They have high quality hard covers, sturdy glossy pages, tons of unique full colour art, and a design aesthetic that’s in line with the adult D&D releases. These books feel like they’re a part of the Dungeons & Dragons line — which is absolutely awesome! It makes my kids feel like these books are just as important as the rest of our D&D books, which in turn makes them feel included and a part of the hobby.

Taken on their own, the Young Adventurer’s Guides have a nice layout, easy to read text, beautiful art, and are well organized. They’re approachable, interesting, engaging, and clearly written for kids, but, at the same time, the books don’t talk down to the reader. These books are written with care, and meant to provide younger audiences an easy to understand introduction to the world of roleplaying games and storytelling, as well as inspire them to make the world and stories their own.

Young Adventurers Guides

I have two children, a seven year old girl and an eight year old boy, making them on the young end of the intended audience for these books. Both of my kids have very good reading comprehension for their age. That said, both of my kids thoroughly enjoyed these books. My son had no problem reading the books and seemed to understand everything he read. My daughter, understandably, had more trouble, having to sound out a tricky word or two with each flip of the page, and often asking for definitions of words. Despite this, she was fully engaged with reading the books, and never got frustrated. As is typical with many fantasy books, the trickiest words are fictional names of characters and places. While many kids will stumble over these words once or twice before internalizing them, just as many will skip over them and move on. My son didn’t come across any content that he found inappropriate or too mature for him, while my daughter came across a few creatures she decided were a little ‘too spooky’ for her right now, so she skipped those pages and continued on enjoying the rest of the book. Considering the age and reading abilities of my kids, I think these books are well suited to the middle-grade reader level they’re advertised as. My kids loved them, and they definitely have room to grow with the books. We haven’t had them long and already my kids have read and re-read them more than a few times. They’ve already started utilizing information they picked up from the books in their play, storytelling, roleplaying, and gaming. These are the sort of books my kids get a ton of use out of, coming back to them often, and using different sections for inspiration at different times.

It’s important to note that these books are NOT a replacement for the D&D Player’s Handbook or the Monster Manual. The Young Adventurer’s Guides do NOT contain game mechanics or rules. They lay out the major concepts, roles, gear, and monsters in a way that is easy to understand, approachable, and engaging. They’re meant to inspire creativity, without overwhelming readers with rules. I highly recommend this series for for any kids who love adventure, fantasy, horror, monsters, roleplaying, storytelling, or who have exposure to RPGs.


Monsters & CreaturesMonsters & Creatures: A Young Adventurer’s Guide is an illustrated guide to the many beasts of Dungeons & Dragons. Featuring one-of-a-kind entries for some of its most memorable monsters, and over 60 brand new illustrations, this book is sure to ignite the imagination of young readers. This book begins with a short, one page introduction which gives the book some context and explains the books ‘Danger Levels,’ which is a 0-5 point scale meant to show how tough a creature is. Although similar to Challenge Ratings in D&D, these numbers are NOT equivalent. Beginning at 0, which denotes a creature that is essentially harmless, moving on to 1, which is an acceptable challenge for low-level or beginning adventurers, and ending at 5, which is a difficult challenge for high level heroes. There is one Danger Level higher than this: EPIC, which denotes a creature so powerful only the most legendary heroes could hope to triumph over it.

Monsters & Creatures - Inside Cover

The creatures in this book are sorted by the regions they call home, beginning with underground creatures, which are found in ‘Caverns & Dark Places,’ moving up onto the surface with ‘Forests, Mountains, & Other Terrain’ dwelling creatures (which also includes a special sub-chapter on giants of all kinds). Following this is ‘Moors, Bogs, and Boneyards,’ a chapter which primarily focuses on undead creatures with a special sub-chapter on vampires, and ‘Oceans, Lakes & Waterways,’ which is packed full of aquatic creatures. Finally, airborne monsters can be found in ‘Mountain Peaks & Open Sky,’ which also contains a special sub-chapter on dragons. Each monster profile contains information on the size of each beast, its danger level, and tips for how to survive an encounter with one. There’s also lore, special abilities and powers, typical tactics, and a handy list of do’s and don’ts for dealing with these beasts. Finally, new art! This book is packed full of it!

Monsters & Creatures also features encounters, which are short, one page stories that introduce a famous D&D character, place them in a perilous situation involving one of the described creatures, and then ends, leaving each opening scene with a cliffhanger ending. Following this is questions that ask the reader what they think the characters should do next, what would happen in response to those actions, and what the characters should do afterwards. These encounters are meant to guide kids to roleplay their own endings to exciting stories, and question the ramifications of their actions. This problem-solving is a great way to introduce kids to RPGs as both a player and DM.

The book ends with a short chapter on how to use monsters to tell stories, and important questions to contemplate for kids who decide to make stories or engage in RPGs on their own. Things like, ‘who are your characters,’ ‘where does your story take place,’ ‘how do things change as the story proceeds,’ and so on. Finally, there’s a short blurb about Dungeons & Dragons, and how to get into the game.

So what creatures, exactly, are featured in Monsters & Creatures? Plenty! ‘Caverns & Dark Places’ includes the beholder, bugbear, carrion crawler, flumph, goblin, mind flayer, myconid, and the legendary Demogorgon. ‘Forests, Mountains & Other Terrain’ includes the centaur, displacer beast, owlbear, sprite, treant, unicorn, hill giant, stone giant, frost giant, fire giant, cloud giant, storm giant, and the legendary fire giant Duke Zalto. ‘Moors, Bogs & Boneyards’ includes the banshee, skeleton, vampire lord, vampire spawn, and the legendary vampire Count Strahd Von Zarovich. ‘Oceans, Lakes & Waterways’ includes the aboleth, dragon turtle, and merrow. ‘Mountain Peaks & Open Sky’ includes the griffon, pegasus, white dragon, green dragon, black dragon, blue dragon, red dragon, and the legendary Tiamat, Queen of Evil Dragons! Encounters are included for the frost giant, green dragon, myconid, skeleton, and unicorn. My son most enjoyed reading about unicorns, flumphs, blue dragons, and vampires. My daughter most enjoyed reading about the beholder, flumph, dragon turtle, dragons, and Tiamat. My daughter also came across a few creatures that she decided, either from the art or after reading the first few sentences, were ‘too spooky’ for her. She promptly skipped those monsters and moved on with the book. The monsters she skipped were the carrion crawler (she’s afraid of bugs), the aboleth (she thought it looked creepy), and the mind flayer (it had a giant brain behind it and she was pretty sure she didn’t want to know why).

The verdict:

As an adult reader, I was pleasantly surprised with the array of creatures featured in this book. There’s a lot of iconic monsters in here, a ton of fantasy staples, and some quirky creatures that most kids will be discovering for the first time. Some of the choices were a bit gutsy for a kids book — the mind flayer and demogorgon, for example — but I’m thrilled to see them included. I’m pleased to see that not all of the monsters are evil creatures, there’s plenty that can be befriended or negotiated with.  The information included in the monster entries is absolutely wonderful. There’s integral information, great advice, and enough engaging descriptions to get my kids interested and curious. The encounters were a definite highlight of the book, as was the beautiful new artwork found throughout. The book is high-quality and sturdy, which is important since our copy is sure to take a beating. I’m far from the intended audience for this book, but I really enjoyed reading it. Even more than that, I loved sharing this book with my kids. I loved watching them discover and wonder over the creatures inside. Monsters & Creatures is a refreshing new take on the world and lore of D&D, sure to delight young readers, spark their imagination, and inspire them to tell stories of their own. Cover to cover it’s great fun.

My daughter: “I loved this book. It was fun to read and the pictures were beautiful! I give it two thumbs up! I think I will read it again and again. I really loved the flumph! It was the best creature in the book. That’s what I think.”

My son: “I think that I love this book. All kinds of kids should read it. I think most would love it, too! Especially if they already like D&D and RPGs and things. I think that it is fun and I’m going to read it a lot!”

“Monsters & Creatures is a refreshing new take on the world and lore of D&D, sure to delight young readers, spark their imagination, and inspire them to tell stories of their own. Cover to cover it’s great fun.”

Warriors & Weapons


Warriors & Weapons: A Young Adventurer’s Guide is an illustrated introductory guide to the many kinds of warriors you can create in Dungeons & Dragons, along with the weapons, armour, and adventuring gear that they’ll make use of. Featuring one-of-a-kind content and over sixty new illustrations, this book gives young adventurers the information and inspiration they need to create their own characters.

Warriors & Weapons begins with a quick introduction that makes it clear that this book is meant to help the reader and their friends make characters of their own. The rest of the book is divided into three major sections: fantasy races, character classes, and equipment. There’s a large array of fantasy races covered in this book — most I expected to see included, but a few were surprises that I knew of but didn’t expect to make the cut. Each race is covered in two side-by-side pages. It starts with new art and a few questions that can help kids figure out if they’ll like playing that race. You’ll also find information on their age, size, attributes, and a few paragraphs about the race and how they act or fit into the world. The races included in this book are human, dwarf, elf, gnome, half-elf, half-orc, halfling, dragonborn, kenku, tabaxi, tiefling, and tortle.

Gnome

Warriors & Weapons is a book about warriors. It should come as no surprise then, that not all of the character classes are covered in this book. The martial classes are included. That means there are six classes covered in the chapter on classes: barbarian, fighter, monk, paladin, ranger, and rogue. Each class entry contains a few questions that can help kids figure out if they would enjoy making a character of that class, information on the class, its major low level abilities, and the weapons, armour, and gear they’re capable of using. Many also include information on the various archetypes, paths, and specializations available to those classes. After each class entry is a two page spread that takes a look at a famous example of that character class. These ‘legendary heroes’ include Wulfgar the Warhammer, Bruenor Battlehammer, Whey-Shu, Redclay, Minsc the Mighty, and Shandie Freefoot. The class section also includes a little flowchart that can tell kids what class they’re most like, and a short section on character backgrounds, attire, details, inspiration, and flaws.

The Equipment section takes a quick look at weapons (swords, polearms, other melee weapons, ranged weapons, and special weapons), armour (light, medium, heavy, and shields), survival gear, adventuring gear, tools, and some special packs for more specialized endeavours (burglar’s pack, dungeoneer’s pack, explorer’s pack, and vampire hunter’s pack). All of the weapon and armour entries talk about the pros and cons of utilizing items of that types, and showcases a few popular versions. The other equipment entries talk about the purpose of different kinds of gear, being prepared for your adventures, and why selecting the right equipment for your character is important. Finally, this section also contains a quick monster entry about the terrifying… rust monster!

Survival Gear

The book ends with a few comments about how you can use your characters to tell stories of your own, and a quick blurb about Dungeons & Dragons and how to get involved in the game. Most of the information on these back few pages is the same as that contained at the end of Monsters & Creatures.

The verdict: 

My kids both adored this book. They love flipping through the races and classes, answering the questions, and making up characters. My daughter particularly enjoys the flowchart that helps you pick out the class you’re most like, and has spent a lot of time making up her own quizzes to determine our race and class. She often sits down beside me, flips open her book, and announces, “Mama! Pick a race!” I cannot stress enough how much she enjoys using this book to make characters and character concepts. My son really enjoys reading about the legendary heroes, with both of my kids agreeing Minsc the Mighty and his hamster Boo are the coolest characters in the book. (I’m pretty sure Boo the hamster would win in a popularity contest between the two of them around here, haha). When it comes down to it, I think they enjoy the sections on races and classes more than the section on equipment. Warriors & Weapons is, without a doubt, a book that has sparked my kid’s imaginations. It’s inspired them to create characters, make stories, and share their ideas with the people around them. With a few flips of the page they imagine themselves heroes. And what could be better than that? This book is sure to have a place on my kids’ bookshelves for years to come.

My daughter: “I loved this book! Especially the little chart! It’s so much fun! It was a great book and I give it two thumbs up!”

My son: “Warriors & Weapons was pretty much as good as Monsters & Creatures, but I liked Monsters & Creatures better. I love how it lets you make your own characters with races and classes. The legendary characters were the coolest part. Especially Whey-Shu and Boo.”

“Warriors & Weapons is, without a doubt, a book that has sparked my kid’s imaginations. It’s inspired them to create characters, make stories, and share their ideas with the people around them. With a few flips of the page they imagine themselves heroes. And what could be better than that? This book is sure to have a place on my kids’ bookshelves for years to come.”


My family and I had an absolute blast with these books. Monsters & Creatures and Warriors & Weapons have both been read a lot by my kids, and I expect them to continue to see heavy use in the future. My kids have already decided they would each like their own copies, so they’re saving up their money to pick up an extra copy of each book. We’re very excited to hear there’s more Young Adventurer’s Guides on the horizon, and will definitely be picking up a copy (or two) of Dungeons & Tombs and Wizards & Spells when they come out.

We’d like to give a special thanks to Penguin Randomhouse Canada for sending us advance copies for review.

Thanks for stopping by d20diaries! We’ll chat again soon.

Jessica

 

July New Releases

Hello, and welcome back to d20diairies! Summer is here and a plethora of new gaming products are hitting shelves! Check out this month’s new d20 releases!


Dungeons & Dragons

Last month’s exciting releases include Dungeons & Dragons: Acquisitions Incorporated and Beadle & Grimm’s Sinister Silver Edition for Ghosts of Saltmarsh! The Dungeons & Dragons Essentials Kit is scheduled to release at Target this month, but other retailers won’t be selling it until September.

A new series of Dungeons and Dragons books aimed at children is launching this month. The D&D Young Adventurer’s Guide series is written by Jim Zub, Stacy King, and Andrew Wheeler, and published by Ten Speed Press (a part of the Crown Publishing Group). The series begins with two simultaneous releases on July 16th, 2019: Monsters & Creatures and Warriors & Weapons. There are two more books in development that are scheduled to be released in Fall 2019 (Dungeons & Tombs and Wizards & Spells) and, if they’re popular enough, there may be more beyond that in the future. The D&D Young Adventurer’s Guide series is intended for middle-grade readers (ages 8-12) and meant to inspire these young readers to read, write, create, imagine, and of course, play D&D. My kids and I are incredibly excited to be in possession of advance copies of both of these books, which we’ll be posting a full review on within the next few days. We can’t wait to share them with you!


Pathfinder

Highlights from last month’s releases include Pathfinder Adventure Path 143: Borne by the Sun’s Grace (Tyrant’s Grasp 5 of 6) by Luis Loza and Pathfinder Pawns: Enemy Encounters Pawn Collection. This month’s most exciting Pathfinder release is Pathfinder Adventure Path 144: Midwives to Death (Tyrant’s Grasp 6 of 6) by John Compton. This adventure wraps up the Tyrant’s Grasp Adventure Path and is the final Pathfinder First Edition adventure to be released. Also out this month is  Pathfinder Campaign Setting: Druma: Profit and Prophecy.

This month’s Pathfinder Society Scenario is #10-23—Passing the Torch, Part 2: Who Speaks for the Ten, a Tier 12-18 scenario that is the sequel to last month’s  #10-22—Passing the Torch, Part 1: Who Wears the Mask. Together with Pathfinder Society Special #10-98: Siege of Gallowspire, these three scenarios are the grand finale to Pathfinder Society Organized Play for Pathfinder First Edition.


Starfinder

Last month’s Starfinder releases include Starfinder Adventure Path: Solar Strike (Dawn of Flame 5 of 6) by Mark Moreland and the Starfinder Rules Reference Cards Deck. Although I expected Starfinder Adventure Path: Assault on the Crucible (Dawn of Flame 6 of 6) to release this month, it’s been delayed until August.

Last month marked the start of the second season of the Starfinder Society, Year of a Thousand Bites, with #2-01: The Pact World Warriors and #2-02: Waking the Past. This month’s scenarios are #2-03: The Withering World and #2-04: Future’s Fall. #2-03: The Withering World is a series of five repeatable quests for Tier 1-4. The quests are written by Arc Riley, Jennifer Povey, Rigby Bendele, Shahreena Shahrani, and myself! This project was an absolute blast to be a part of and I can’t wait to see it hit game tables at the end of the month! #2-04: Future’s Fall is a Tier 7-10 scenario by Matt Duvall that takes players back to Salvation’s End!


And that’s it for this month! Got a favourite release? I’d love to hear about it!

Happy shopping!

Jessica

 

Baldur’s Gate: Descent into Avernus

Baldurs Gate - Descent Into Avernus
Cover for Baldur’s Gate: Descent into Avernus

Wizards of the Coast has just announced its newest Dungeons and Dragons campaign, Baldur’s Gate: Descent into Avernus! The announcement was made during its D&D Live: The Descent event in L.A. Beginning in the incredibly popular town of Baldur’s Gate and descending into Avernus (the first level of Hell), this 256-page campaign takes players from level 1 to level 13. Baldur’s Gate: Descent into Avernus is scheduled to make its debut September 17, with the Beadle and Grimm’s Platinum Edition scheduled for release in October.

For more information on this diabolical campaign, check out the video below, or click here for a full list of the D&D Beyond interviews regarding this campaign on youtube.

For more information on Beadle & Grimm’s Platinum Edition of Baldur’s Gate: Descent into Avernus, click here. Only 1000 copies of the Platinum Edition will be made, and yes, it’s expected to sell out. This weekend only (May 18th – May 19th 2019), the Platinum Edition is on sale for $449.00 USD (from it’s full retail price of $499.00 USD).

dnddescentkeyartjpg
Baldur’s Gate: Descent into Avernus. Image credit: Wizards of the Coast

Dead Suns Dice Set

Well, would you look at this?

Dead Suns Dice 1
Dead Suns Dice Set
Dead Suns Dice 2
Dead Suns Dice Set

I never expect a gift for Easter. It’s a time to give treats and small gifts to kids. Chocolates and candy and books. So imagine my surprise when my husband and kids gave me an Easter gift. A gorgeous set of dice.

.JPGDead Suns Dice

A vibrant dark blue with orange numbers and designs, these beautiful dice are highly detailed. Made by Q Workshop for the Starfinder Dead Suns Adventure Path, it contains a d4, d6, d8, d10, percentile, d12, and d20. The standard seven dice set.

Dead Suns Dice 4
Dead Suns Dice Set
Dead Suns Dice 5
Dead Suns Dice Set

They’re easy to read and look amazing at the table. I own a lot of dice, but the Dead Suns Dice Set is right up there with my very favourite sets. In fact, it’s tied with my Iron Gods Dice Set (also by Q Workshop) for my favourite dice. I love them!

Here’s hoping they bring me some luck!

The Dead Suns Adventure Path consists of six adventures:

To check out more of Q Workshop’s amazing dice head over to their website. To find out more about the Dead Suns Adventure Path head over to Paizo’s website or watch the trailer for the Dead Suns Adventure Path below.

Gotta fly! I’ve got some new dice to roll!

Jessica

 

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

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

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

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

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

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

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

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

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

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

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

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

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

Jessica

 

Shackled City: Part Eight: Reunion

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

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

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

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

The Heroes

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

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

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

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

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

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

the team
The Team!

The Adventure

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

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

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

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

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

Kazmojen,

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

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

Don’t say I didn’t want you.

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

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

Which is awesome! No handout is ever under appreciated.

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

letter 1

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

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

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

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

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

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

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

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

lemure battle - malachite fortress - shackled city
Battling lemures.

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

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

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

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

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

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

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

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

The goblinoid voices sounded like they were arguing some more.

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

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

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

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

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

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

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

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

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

“Kryl? You’re still alive?”

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

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

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

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

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

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

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

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

“Lots of them or all of them?”

“Lots!” Rabbity exclaimed happily.

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

“All of them,” Falco corrected.

“Really?”

“Yes.”

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

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

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

“Welcome home!” Rabbity exclaimed

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

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

“This was great, Mom!” my son said.

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

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

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

“XP?”

Yes, you all get a level up.”

Cue the victory dance from my children.

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

Wish us luck!

Jessica

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

Behind the Screen

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

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

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

D&D Starter Set

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

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

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

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

Starter Set Dice
Dice from the D&D Starter Set

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

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

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

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

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

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

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

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

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

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

Until then,

Jessica