The Mantisbane Pact

One of the play-by-post campaigns I am lucky enough to take part in is run by the wonderful GM Zek on Paizo’s messageboards. The campaign is called the Mantisbane Pact, and it takes place in Golarion, the world of Pathfinder. Mantisbane Pact involves an alliance of powerful monarchs and rightful rulers who come together to destroy the Red Mantis Assassins and their god, Achaekek. Our players would act as their agents, travel to Ilizmagorti (a city firmly in the grasp of the Red Mantis Assassins), and work to bring the entire organization crumbling down.

No pressure, right? Haha.

This awesome custom campaign was recruiting by application, meaning interested players would need to create a character and submit it for review. After a while the GM would select which players they wanted to play in the campaign. This is pretty common practise for online play-by-post campaigns, due to the high interest of players, and the length of the campaign. It’s important you find a team of characters and players who work well together. Unlike other campaigns I had applied for, The Mantisbane Pact asked interested players to create a short story for their characters as part of the selection process. My character, a smart-ass, jaded slayer name Kilarra Calvennis, was accepted alongside a team of other awesome PCs to undertake this mission. At various times throughout the adventure we also had the opportunity to write other vignettes and flashbacks, often from the perspective of our shaman, who can view moments from the past by using the Akashic Record.

Today I’m sharing with you the initial short story I wrote for my character, Kilarra. After today it will be available under the d20 Stories feature on our website. Enjoy!

Jessica


Beginnings

Kilarra Calvennis stood in her boyfriend’s bedroom preparing for the worst betrayal of her life. She strapped on her armour slowly, fussing with the buckles with sweaty, shaking hands. She was nervous and excited, all at once.

She was about to undertake a test—one of many she would have to pass in order to become a Red Mantis Assassin. The target was her father. He wouldn’t die—this wasn’t an official assassination. It was just a break in. A simple test of skill, stealth and loyalty. Get into her father’s office without being seen, knock him unconscious, remove all the documents in his office, and slip away without being caught.

She could do this. She knew she could. So why were her hands shaking? And why was her heart fluttering like a panicked bird trapped in her chest?

Kilarra sighed. Her father deserved everything that was coming to him. He was one of the many corrupt nobles that dealt in lies and bribes. Just one among hundreds, but his methods sickened her. She had rebelled against him and against her country. She tried to bring about change, first with words, and then more drastic measures. None of it worked. In the end it wasn’t her father that had changed, or Taldor… It was her. And it wasn’t for the better. She did more harm than her father ever had.

“It’s his fault,” she reminded herself aloud. Her voice shook, but she continued. “He deserves this. He brought it on himself.”

She slipped her hands into her black and red leather gloves, grabbed her helmet off her boyfriend’s bureau and left the room.

Bastien grinned at her. “You look beautiful, love,” he said.

Kilarra smiled. If her father was everything wrong in the world, Bastien was everything right. He was her beloved. Her mentor. Her life. He pulled her up from the life of gangs and crime that her father had driven her to and stood her back up. He gave her purpose. He gave her love. He was intoxicating. So when Bastien confided in her that he was an assassin, she accepted that. And when he asked her to worship his strange mantis-god, she prayed with him. And when he said that she was gifted and that he wanted to train her to be like him, she was proud.

Taldor
Taldor’s coat of arms. Image courtesy of Paizo Inc.

She would do anything for him.

 

“I’m ready,” she replied.

Bastien nodded. “You are.”

She kissed him goodbye, slipped her red, mantis shaped helmet over her head and crept out the window onto the roof. If she had to rob her father to prove herself to Bastien, she would do so gladly.

The trip to her father’s office was short and uneventful. She kept to the shadows and stayed quiet. She slipped in through an open window on the third floor and crept down the dark halls with ease. There was a light around the edges of her father’s office door. He was in there, just as Bastien said he would be. She reached for the doorknob and hesitated.

This would change everything. Whatever happened between her and her father… Whatever he discovered and whatever she did… There was no going back. After tonight Bastien would take her to train among his fellow Red Mantis Assassins. He would train her to kill.

She never wanted to kill anyone. She still didn’t. But the thought of letting Bastien down made her sick to her stomach. She didn’t want to disappoint him. Not after everything he had done for her. She wanted to make him proud. She would make him proud. No matter what.

Kilarra took a deep breath and turned the doorknob. She cracked the door open and glanced inside. Her father was at his desk, back to her, clutching something at his chest. She moved in silently and shut the door.

He didn’t notice her. He didn’t hear her coming. But something about the way he was twitching in his chair put her on edge…. And the smell… Smelt like…

Red Mantis
Symbol of the Red Mantis Assassins. Image courtesy of Paizo Inc.

Blood.

 

Kilarra inched across the room, hands shaking, afraid of what she would see.

Her father jerked erratically and fell from his chair, landing in a heap on the floor. A letter opener protruded from his chest.

“Dad!” she exclaimed.

He flinched when he saw her and tried to scream, but the blood in his mouth made it come out a wet gurgle. She tore her helmet off, and tossed it aside. It’s black insectile eyes watched her accusingly from across the room.

Her father’s eyes widened. He gurgled again, trying to speak, but she couldn’t make out what he was saying.

Pain exploded across the back of her head. She fell to the ground in a heap. Her ears rang and her vision blurred. She reached a shaky hand to her head. It was wet. And something was in her hair… She looked at her fingertips and saw they were covered in blood.

The killer was still here. How could she have been so stupid?

Kilarra crawled forward, but the blow she’d taken to the head had been fierce. Her arms were shaking and she couldn’t focus.

Behind her she heard laughter. It was familiar, but… wrong. Cold and cruel where it had once been warm.

“Ba- Bas- tien..?” she whimpered.

“I thought you’d be harder to take down than that! Didn’t you learn anything from me?”

It wasn’t him. It couldn’t be. He loved her.

There was motion beside her, and then pain. The man who sounded like Bastien kicked her so hard in the chest her whole body was lifted off the ground. She fell on her back, her head cracked against the floor with a wet crunch.

And there above her, smiling, was Bastien.

“Why?” she whimpered.

“Sorry, love,” he replied. “But I’ve always loved playing games.”

He struck her again, knocking her unconscious as a tear streamed down her bloody, swollen face.


When she woke up Bastien was gone, but she wasn’t alone. The guards had found her, bloody and beaten, clutching a bloody letter opener in one hand and her fathers coin purse in the other. Her gear was missing. Her father was dead. Bastien was gone.

She would have done anything for him. Anything.

He took everything from her but her life.


Six Years Later…

Kilarra stepped out of prison and into the busy, sunlit streets of Oppara for the first time in six years. She looked around, and took a deep breath. Slowly, a smile spread across her scarred face. Gods, freedom smelt good.

“Kilarra Calvennis?”

As she opened her eyes her smile slipped. A woman in a military uniform stood in front of her. She was middle-aged, blonde, clean-cut.

“Who wants to know?”

“Officer Landau. Agent of the Crown.”

“I didn’t do it,” Kilarra replied.

“Do what?”the woman asked.

“Whatever it is you think I did.”

Officer Landau smiled. “I think you’re the woman who spent six years of her life serving jail time for killing her father. The same woman who spouted tales of mantis headed assassins for years.”

Kilarra sighed. “And what? You want to hear it again? You want to laugh? I’m out now. A free woman. ”

The officer smirked. “Yes, convenient, isn’t it? Serving only six years of a life-time sentence.”

Kilarra’s frown deepened. Landau was right. Officially she was being let out for good behaviour, but that was clearly a lie. Kilarra hadn’t been good in prison. First she had cried, and then she had yelled, and then she fell in with a bad crowd all over again—or rather, she made her own bad crowd. “Leave me alone,” she growled.

The woman raised an eyebrow. “Why? So you can track down who hired the Red Mantis Assassins and beat them bloody? So you can hunt down your mom, or your grandmother or you brother or any number of other potential suspects and wind up back in the prison you just left by days end?”

Kilarra repressed a frown. That was exactly what she had been planning to do. She plastered a smile across her face and fluttered her eyelashes sweetly. “I’m reformed.”

“Whoever hired you did so for power, or money, or some other petty reason. You weren’t the target, you were the scape goat. It wasn’t personal for them. But this person—this guy you were with. Bastien. He made it personal, didn’t he? Isn’t that who you should be getting revenge against? The man who betrayed you?”

Bastien. The sound of his name sent a wave of anger surging through her. If she ever saw him again she would cram his stupid mantis helmet down his throat. Focus…”Did one too many blows to the head make you deaf, Officer Landau? I said I’m reformed. I’m not going to kill anyone. I’m not searching for vengeance. And I’m not talking to you.”

“That’s too bad. See, I’m recruiting for a special assignment. Grand Prince Stavian the Third has entered into an agreement with—“

“Spare me the politics. It’s boring.”

Officer Landau continued as if she hadn’t been interrupted by a dirty ex-con, but Kilarra could tell her smile had turned cold. “It’s called the Mantisbane Pact, and its purpose is to send agents to kill the Red Mantis Assassins, destroy their organization and assassinate their god.”

Kilarra froze. “Achaekek…” she breathed.

The soldier smiled. “Got your attention, have I?”

“You’re looking for people to assassinate a god?” She burst out laughing. This woman was clearly mad. “How’s that working out for you?”

“Finding brave enough—”

“Crazy enough, you mean.”

Driven enough volunteers who might actually be able to get the job done is… difficult. Which is why I’m here.”

Kyonin
Kyonin, home of the elves. Image courtesy of Paizo Inc.

“Obviously.”

 

Officer Landau grit her teeth. “I’m giving you the opportunity to apply for the team. There’s no guarantee you’ll get in. There’s other volunteers just as driven—”

“Crazy.”

“As you. Now are you in or can I wash my hands of you?”

Kilarra smiled. “Well with a sales pitch like that, how can I refuse? Where do I sign up?”

“Iadara.”

“Where?”

“Pack a bag. The applicants sail for Kyonin tomorrow.”


Want to read more about Kilarra? Be on the look out for more vignettes and flashbacks in the coming weeks!

Want to learn more about Golarion, Taldor, Grand Prince Stavian III, Kyonin, Ilizmagorti, Mediogalti, and the Red Mantis Assassins? Check out Pathfinder Campaign Setting: The Inner Sea and explore Golarion for yourself! For more information on Taldor you can also check out Pathfinder Companion: Taldor, Echoes Of GloryPathfinder Campaign Setting: Taldor, The First Empire, or play the War for the Crown Adventure Path which begins with Pathfinder Adventure Path 127: Crownfall (War for the Crown 1 of 6).

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

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.

mick frimfrocket construct shackled city
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.

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

Our Favourite Things of 2018

To celebrate the New Year we’re taking one last look back at our favourite things of 2018! So what made the cut? Read on and see!

Favourite d20 Bestiary: Alien Archive
(for more information check out this blog post)

Favourite Dungeons and Dragons Book: Dungeons and Dragons: Guildmaster’s Guide to Ravnica
(Dungeons and Dragons meets Magic: The Gathering!!)

Favourite Pathfinder Book: Ultimate Wilderness
(for more information check out this blog post)

Favourite Starfinder Book: Pact Worlds
(for more information check out this blog post)

Favourite d20 Book (Other): Realms of Atrothia: Legacy Races Revisited
(for more information check out this blog post)

Favourite d20 Adventure: Skitter Shot
(for more information check out this blog post)

Favourite d20 Campaign: Return of the Runelords Adventure Path
(for more information check out this blog post and be on the look out for another blog post early this year)

Favourite Pathfinder Society Scenario: #9-10: Signs in Senghor
(for more information check out this blog post as well as this one)

Favourite Starfinder Society Scenario: #1-14: Star Sugar Heartlove!!!
(for more information check out this blog post)

Favourite Kid’s Game: Tails of Equestria: The Storytelling Game
(for more information be on the lookout for a new blog post later this month!)

Favourite Board Game: Dinosaur Island
(for more information check out this blog post)

Favourite Family Movie: Spider-Man: Into the Spider-verse
(now playing in a theatre near you!)

Favourite Movie: Ready Player One
(if you haven’t seen this movie or read this book yet, you REALLY SHOULD!)

Favourite Upcoming Kickstarter: Realms of Atrothia: Primary Expansion
(Kickstarter coming in February 2019!)

I can’t wait to see what 2019 brings!

Jessica

Pathfinder Second Edition: Forging the Future!

We haven’t talked about Pathfinder Second Edition in a while. Neither have the folks over at Paizo. Or, at least, not publicly. That’s because the Development Team has been hard at work sifting through survey data, making changes to the game, and generally working their asses off to make Pathfinder Second Edition the best RPG that it can be.

But, this past Pathfinder Friday on Paizo’s twitch stream, we finally got some news! Jason Bulmahn, Director of Game Design, sat down with Host and Marketing Manager Dan Tharp to talk about the future of Pathfinder.

His first topic of conversation?

Surveys.

Feedback surveys on the PF2 Playtest are going to be open until December 31st at midnight. That’s right! You’ve still got time to give them your feedback, answer their questions, and give Paizo the data they need to continue improving the next version of Pathfinder. Be sure to get your surveys done before the New Year!

But, even though they’re still accepting feedback, and sifting through our responses, the development team is already working on improving the game, and revising everything. Word is they’re halfway done editing the book, with another quarter that they hope to get done over the holidays. (Yes, they brought home more work). The whole development team deserves a huge round of applause. Keep up the good work! (And take a breather while you’re at it!).

Now, as I mentioned, they’re still accepting feedback, and they still testing and retesting everything they can. They’ve made some changes, but they’re not done yet — not by a long shot! In addition, some of the things they’ve changed are likely to change again. But they’re making progress. And Jason decided to share some of that progress with us.

The Top Five Things That You Can Look Forward To for Pathfinder Second Edition!

#5 – Polish and Flavour. Jason admitted that a lot of the Pathfinder Playtest Rulebook was technically sound, but dry. It lacked pizazz! They intend to change that. The development team is trying their best to inject as much flavour into the rulebook as they can! Thank goodness! Haha. Sneak peeks Jason mentioned included calling the various rogue specializations a ‘Rogue’s Racket’ and that Wizards get to create their own graduate thesis to represent their specialization in magic. Awesome! I can’t wait to see what else they bring to the table.

#4 Jason rewrote Chapter 1. This new introduction to the game is said to be an engaging narrative which is meant to be as entertaining and easy to understand as possible. It even includes a sample build and an example of play. Awesome!

#3 – GM Resources. The folks at Paizo are trying to make GMing as easy as possible. The table of DCs, which were overly complicated, are now streamlined into a simple chart. Conditions are undergoing some changes, as well. Some were removed, others were changed, and they even added a new one: Doomed! Essentially, Doomed lowers your dying threshold. This is a condition players will want to get rid of ASAP!

#2 – Resonance. They got rid of it completely. Pardon me while I dance in glee.

#1 – Proficiency. Although the system makes sense and was met with positive feedback, many players said that they didn’t feel like the numbers involved allowed for enough variance between the proficiencies, so they’re being changed! Untrained will remain +0 (and does not add your level), Trained skills will be at +2 plus level, Expert at +4 plus level, Master +6 plus level, and Legendary +8 plus level. Here’s hoping they’ve got the math right this time around!

Other mentioned changes include allowing the three different alignments for paladins, making spellcasters and spells more powerful, adding ‘Fail Forward’ rules (which is when even on a failed roll your PCs progress, but with some kind of penalty or downside caused by their failure), and more! I don’t know about you, but I’m exciting to see what Pathfinder Second Edition will become!

Jessica

Assorted Dice Rainbow

Pathfinder Society Scenarios: The Shattered Shield and The Hao Jin Hierophant!

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!

10-10 Shattered Shield
Pathfinder Society Scenario #10-10: The Shattered Shield by Leo Glass

Pathfinder Society Scenario #10-10: The Shattered Shield is a Tier 1-5 adventure written by Leo Glass. It takes place in Rahadoum, a nation where religion is outlawed. It features creatures from Pathfinder Roleplaying Game: BestiaryBestiary 3, and Bestiary 4 (although all of the necessary stat blocks are included within the scenario). It makes use of the Pathfinder Core RulebookAdvanced Player’s GuideUltimate Equipment, and Ultimate Magic. This scenario utilizes Pathfinder Flip-Mat: Noble EstatePathfinder Flip-Mat: Museum, and a morbid custom map that looks pretty rockin’. This mission is of particularly importance to members of the Dark Archives Faction, and is very likely going to lead to other Pathfinder Society Scenarios (and tie in with the Tyrant’s Grasp Adventure Path, I’d wager).

On the surface, because religion is outlawed in Rahadoum, bringing a cleric, paladin, or other divine caster on this mission is a really bad idea, but actually… that’s only half true. Yes, religion is outlawed in Rahadoum, and playing a divine caster will be a challenge. There will be social repercussions, and you’re likely to run into trouble with the law. However, these interactions are very well-handled in this scenario with the addition of ‘Legion Points,’ which are a measure of how many legal infractions the Pure Legion has caught you committing. The punishments are clear, and you have plenty of opportunities to lower these totals throughout the scenario. You’re not going to be executed, or immediately kicked out of the scenario or something equally drastic. As long as you play your divine character with some subtlety and caution, you should come out alright. As a nice bonus, there are quite a few obvious benefits to bringing that divine caster along. Players who take the time and try their best to navigate this difficult political landscape will find their efforts were worth it. It’s a gamble. Although I don’t recommend you bring a divine-heavy party to this scenario, I don’t condemn their use either. If you’re up for the challenge, go for it!

The Shattered Shield tasks the PCs with heading into Rahadoum and attending an illegal auction that deals in religious relics. There they’ll need to obtain a shard of the Shield of Arnisant, which was once known as the Shield of Aroden, and was used to battle the Whispering Tyrant. This shield is supposed to be safe in Vigil, but all signs seem to show that the shard up for auction is legitimate. Of course, as with any good scenario, acquiring the shard will be harder than it sounds.

Zaashakar Tom Ventre
Zaashakar and Vaultkeeper from Pathfinder Society Scenario #10-10: The Shattered Shield. Illustration by Tom Ventre

There’s a lot to like in this scenario. It has a lot of interesting social and skill-based encounters. There’s one very weird illness going around that’s used to great effect. The mission briefing with Venture Captain Obo was very detailed, with plenty for roleplay-oriented players to riff off of. I particularly enjoyed how the Pure Legion was portrayed. This scenario did a great job of humanizing them, which was nice to see. The adventure allowed for some deviation from the assumed path, with alternate allies and differing methods accounted for. I really, REALLY liked that. It’s rare to see in published products, particularly of this length. I also really enjoyed some behind the scenes bits with Nulalla, which most players will be curious about but aren’t likely to discover completely. I loved the situation that Torvad Shalzadin and Inusi Mendalari find themselves in. In addition to being dynamic and a little suspenseful, clever PCs will be able to glean a bit of information about this scenario’s main villain from the witnesses. The final location PCs visit in this scenario was super morbid and different. I really, really liked it. And the map for it looks great! Finally, I adored the main villain’s… pal. It’s both horrible and adorable. Just awesome.

That said, there are some downsides. The auction itself was a bit of a let-down. Although there’s some interesting people to interact with, and some cool things to bid on it’s unscripted, and the notes are scattered over a few pages. This is inconvenient for GMs, and means that the auction is unlikely to be a showstopper. Which is a shame! I LOVE a good auction in my Pathfinder. Events are also a bit overly convenient. Not a trait unique to this scenario, but it is more obvious and heavy-handed than is typical. Particularly with regards to the connections between the estate and the auction guests.

Finally, villain tactics. This scenario’s villain is an odd one. Don’t get me wrong, I love her. Seriously. She has flaws, hang-ups, quirks, obsessions, and goals which both haunt and drive her. They affect her tactics and reactions. Unfortunately, it’s not depicted in a way that everyone — GMs and players alike — will necessarily notice. And if you don’t notice? She comes off seeming rather stupid. Which is… unfortunate. And as cool as the final location is, the ending has the potential to be incredibly anticlimactic. I like the premise, and it works for the character, but if certain events occur a lot of players will just be left shaking their heads and asking: ‘That’s it?’ Not really the reaction you want at the end of a successful mission.

10-11 Hao Jin Hierophant
Pathfinder Society Scenario #10-11: The Hao Jin Hierophant by Jessica Redekop.

There’s one other quibble I have with this scenario: penalties. As with any Society Scenario, there’s many opportunities where not discovering ‘X’ or accomplishing ‘X’ can cause your PCs to lose out on some of the gold rewards on their chronicles. Usually accomplishing those tasks is easy, and it just sort of happens as you play. In this scenario that is not necessarily the case. Some are harder to get than is typical. Most groups won’t get full gold. In fact, some groups will miss out on gold two or three times. Now, on the one hand, I like that it’s not a given you’ll get all the rewards this scenario has to offer. It’s refreshing. But, this scenario might have gone too far in the other direction. If too many players miss out on too much of the rewards, they might even feel like they’ve been unjustly penalized.

Overall, I ended up torn on this mission. I love how Rahadoum and the Pure Legion was handled. I also enjoyed the large number of social and skill based encounters. The villain was flavourful, different, and had some serious quirks — all things I adore. Heck, I even liked her doorman. On the other hand, players are likely to come away from this scenario feeling confused over enemy tactics and behaviour, and the ending has the potential to be a let down. In the end I decided to give it 3 out of 5 stars.

Hao Jin Tapestry by Robert Lazzaretti
The Hao Jin Tapestry. Art by Robert Lazzaretti.

Pathfinder Society Scenario #10-11: The Hao Jin Hierophant is a Tier 5-9 adventure written by Jessica Redekop. It takes place in the Hao Jin Tapestry, an artifact that acts as a gateway to a demiplane that the sorceress Hao Jin created to store her greatest treasures. Things like magical objects, temples, places, and even people. The Pathfinder Society won the Hao Jin Tapestry seven years ago at the Ruby Pheonix Tournament, and have made heavy use of it since. This scenario features creatures from Pathfinder Roleplaying Game: Bestiary 5, although all of the necessary stat blocks are included within the scenario. In addition to the Pathfinder Core Rulebook it makes use of  content from Occult AdventuresPlanar AdventuresUltimate Equipment, and Ultimate Magic. It utilizes the Pathfinder Flip-Mat: Forbidden JunglePathfinder Flip-Mat Classics: Swamp, and a custom map.

The Hao Jin Tapestry is unstable. Unravelling, one could say. This scenario tasks the PCs with heading into the demiplane, checking out an ancient Tian site, and getting out with whatever lore and treasures they can before it’s too late. It’s a sequel to this year’s interactive special Pathfinder Society Scenario #10-00: The Hao Jin Cataclysm. In the new year this story will continue with Pathfinder Society Scenario #10-13: Fragments of Antiquity, and Pathfinder Society Scenario #10-15: Tapestry’s Trial. If you’ve got characters who have had a hand in acquiring, exploring, or protecting the Hao Jin Tapestry in the past, now is definitely the time to bring them out! Also, if you’ve got characters with knowledge of Tian Xia, who can speak Hwan, or who can magically communicate in other languages, they’ll be used to great effect in this scenario.

Lin Fen Hai by Michele Giorgi
Lin Fen Hai from Pathfinder Society Scenario #10-11: The Hao Jin Hierophant. Illustration by Michele Giorgi.

This scenario begins in Absalom with an announcement from two members of the Decemvirate! This is followed by a more typical mission briefing with the oread Master of Spells Sorrina Westyr. From there it quickly moves into the Hao Jin Tapestry’s demiplane. There the PCs will get to explore the ancient Tian village of Onhae, which would once have been found in the jungles of Chang Liao. The PCs main goals are to collect a sample of a rare flower from the area, and to learn all that they can about the traditional religion and culture of the people of Onhae, the Sunsu Godae. Happily, there’s still people in Onhae. This should be a cinch! …But, it turns out they’re not practising their traditional religion anymore. They have a new leader, Lin Fen Hai the Hao Jin Hierophant, and a new god who we’ll just call the Ruby Pheonix. Interesting! Your players will get to navigate this newly changed political environment in order to accomplish their missions, all while the Hao Jin Tapestry frays around them, causing unnatural events, magical malfunctions, and planar breaches. It’s an interesting mission to say the least. Similar in form and tone to some previous adventures like… #3-21: The Temple of Empyreal Enlightenment and #9-12: Shrine of the Sacred Tempest.

RubyPhoenix Hao Jin Cataclysm
The Ruby Phoenix.

Onhae was an interesting, rich little village with both and ancient past, recent history, and current changes. Sussing out this places many secrets looks like an enjoyable challenge. Their new religion was awesome! Haha. So good! Although a lot of this scenario was social encounters and skill checks, there are some battles to be fought. Each of these encounters is well written and has interesting flavour and tactics. There’s also some neat planar malfunctions going on you get to interact with. Overall, I really liked this scenario! I give it 4 out of 5 stars.

Thanks for taking the time to join us today! I hope you stop by later this week when we take a look at the newest Starfinder Society Scenarios!

All the best,

Jessica

 

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