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

May New Releases

May is here and plethora of new gaming products are hitting shelves! Check out this month’s new d20 releases!


Dungeons and Dragons

Dungeons and Dragons is releasing two very exciting products this month. Stranger Things D&D Roleplaying Game Starter Set contains everything players need to get started playing D&D – a basic rulebook, an adventure, a set of dice, five character sheets, and an awesome enemy to face off against – all in a retro red box with a Stranger Things twist. The adventure is written in the style of Mike Wheeler, a character and DM from Stranger Things, and pits PCs against a mysterious castle and the Demogorgon! The pre-made character sheets feature the kids D&D characters from Stranger Things, including Dustin the Dwarf, Will the Wise, and so on. Finally, the set comes with two Demogorgon figures (one painted and one unpainted). You can watch Stranger Things on Netflix (I highly recommend it!).

Due out May 21, Ghosts of Saltmarsh is a collection of seven nautical and coastal themed adventures that vary from levels 1-12. These adventures can be run separately, or combined by DMs into one larger campaign. The adventures contained in this volume are all previously published adventures, including some of the most popular first edition D&D adventures and some from Dungeon Magazine. Adventures in Ghosts of Saltmarsh include:

  • The Sinister Secret of Saltmarsh (originally written by Dave J. Browne and Don Turnbull in 1981)
  • Danger at Dunwater (originally written by Dave J. Browne and Don Turnbull in 1982)
  • The Final Enemy (originally written by Dave J. Browne and Don Turnbull in 1983)
  • Isle of the Abbey (originally written by Randy Maxwell for Dungeon Magazine #34)
  • Tammeraut’s Fate (originally written by Greg A. Vaughan for Dungeon Magazine #106)
  • The Styes (originally written by Richard Pett for Dungeon Magazine #121)
  • Salvage Operation (originally written by Mike Mearls for Dungeon Magazine #123)

In addition to the adventures themselves there’s details on the port of Saltmarsh, mechanics for ship-to-ship combat, new monsters, and new magic items.

Launching next month is Beadle & Grimm’s Sinister Silver Edition for Ghosts of Saltmarsh! Currently available for pre-order on their website, the Sinister Silver Edition contains twelve high quality player handouts, a detailed ship map, a reusable ship map, two large scale battle maps, a map of the Styes, 30 encounter cards (which are designed to be hung over a DM screen so players can see images of the monsters they fight while the DM sees it’s statistics), custom DM screen, two objects, bonus encounters, and characters!


Pathfinder

Highlights from last month’s releases include Pathfinder Adventure Path 141: Last Watch (Tyrant’s Grasp 3 of 6) by Larry Wilhelm, and Pathfinder Campaign Setting: Concordance of Rivals. This month’s releases include Pathfinder Adventure Path 142: Gardens of Gallowspire (Tyrant’s Grasp 4 of 6) by Crystal Frasier and Pathfinder Player Companion: Chronicle of Legends, which is the last Pathfinder Player Companion being released for Pathfinder First Edition. Said to include traits and relics that grow in strength with your PCs, feats to support characters who have prestige classes, magic items that gain new abilities when together as a set, and new capstone abilities for all classes! The Player Companion line is certainly going out with a bang! Definitely one I want to get my hands on. Pocket Editions are available this month for Ultimate Wilderness and Occult Adventures.

New maps out this month for Pathfinder include Pathfinder Campaign Setting: The Tyrant’s Grasp Poster Map Folio and Pathfinder Flip-Mat: Bigger Temple.

This month’s Pathfinder Society Scenarios have not yet been announced, although canny players can find them on the schedule for PaizoCon (which takes place later this month in Seattle). For more information on PaizoCon and to register for events head over to https://paizo.com/paizocon!


Pathfinder Adventure Card Game

Very exciting news, as this month the new Pathfinder Adventure Card Game in unveiled! Players can test it out in person at PaizoCon or pick up a copy at the end of the month. Pathfinder Adventure Card Game: Core Set is the base game, which include all the rules, the Dragons Demand adventure series, and a ton of cards. They’re also releasing Pathfinder Adventure Card Game: Curse of the Crimson Throne Adventure Path which is designed to be mixed into the Core Set to create a whole new series of adventures. For more information on some of the changes you can expect to see in the newest version of the Pathfinder Adventure Card Game check out this post, or head straight to the source and check out Paizo’s blog!


Starfinder 

Highlights from last month’s Starfinder releases include Starfinder Adventure Path 15: Sun Divers (Dead Suns 3 of 6) by Joe Pasini and the Starfinder Roleplaying Game: Beginner Box! For more information on the Starfinder Beginner Box you can check out the videos below:

You can also check out a liveplay utilizing the beginner box rules and starring members of Paizo’s staff here.

This month there’s Starfinder Adventure Path 16: The Blind City (Dawn of Flame 4 of 6) to look forward to, as well as Starfinder Flip-Mat: Spaceport. Starfinder Society Scenarios include #1-38: The Many Minds of Historia, a tier 5–8 scenario written by Lyz Liddell and #1-39: The Herald’s War, a tier 7–10 scenario by Mikko Kallio.


WizKids

WizKids releases some lovely products this month, primarily Pathfinder Battles: Ruins of Lastwall! This brand new set of pre-painted miniatures comes in blind booster boxes that contain four minis each – one large figure and three small or medium figures. In addition to buying a single standard booster box you can order a brick of boosters (which contains eight boosters) or a case of boosters (four bricks for a total of 32 boosters). Anyone who orders an entire case of boosters may also order Pathfinder Battles: Ruins of Lastwall: Cemetery of the Fallen Set which is a collection of graveyard themed set dressing! For images you can check out this blog post from last month, or head straight to the source and view the images on WizKids and Paizo’s blog.

Also out this month is Wave 3 of the Wardlings pre-painted miniatures. My kids and I absolutely adore this line of minis. Each one is interesting, highly detailed, and comes with one youthful adventurer and their pet. A few of the new releases also include male and female versions of eccentric adventurers (such as ghosts, goblins, and zombies), or a single large mini (such as a troll of treefolk).


Wayfinder

Wayfinder Fanzine is a free magazine of fan-created content that releases every year at PaizoCon. Typically filled with Pathfinder content, this years topic is Starfinder – more specifically, Absalom Station! Wayfinder #19 is due out later this month, and will be a free download on Paizo’s website. Although not currently on Paizo’s website, you can find all of the previous Wayfinder issues available, which I highly recommend you download and give a read.

My kids and I are particularly excited for this issue, as each of my kids created an alien that’s going to be featured in the magazine! I wrote a few articles as well (which is awesome!) but not nearly as impressive as my kids doing it. Haha. (Pardon my ‘proud mom’ bragging).


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

Happy shopping!

Jessica

 

Shackled City: Part Nine: Return to Cauldron

It’s been a while since we talked about my family’s current home campaign, Shackled City. We haven’t stopped playing — far from it. But we’ve been so busy lately it’s hard to find the time to play anything at all, let alone write about it. So while I have a free moment let me welcome you back to Cauldron, home of the The Shackled City Adventure Path!

When we last left off our heroic musicians had finally returned home to Cauldron. They had saved a lot of people and brought down an underground slave ring, but they were ill at ease. Someone else knew about the slavers and had done nothing. Who were they? And what about the people they had failed to save? The people who were sold to unknown parties before our heroes were even hired to find them… Were they gone forever? Could four kooky members of an up and coming band possibly brave the Darklands to track them down? No! Surely they couldn’t do anything so foolish! ….Or could they…?

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: KazmojenShackled City: Part Seven: Bad Luck, and Shackled City: Part Eight: Reunion.

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 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. A co-workers of hers, Griffin Malek, was one of the recently abducted people, so she was 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 one day be published in the upcoming Realms of Atrothia: Primary Expansion by Sunburst Games. 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 was determined to rescue the missing citizens of Cauldron. Aeris is my character for the Shackled City Adventure Path.


shackled city cauldron
The jungle city of Cauldron, located in the bowl of a dormant volcano.

The members of Dinorabbit and their newly liberated Cauldronites arrived in Cauldron to little fanfare. They brought the people they had freed from slavery to the Church of Abadar — the group who had hired them to find four missing orphans — and spoke with it’s current leader, Jenya Urikas. The authorities were called and the group had just enough time to ask about Terrem Karatys, one of the four children they had been tasked to save. Terrem had been free by our heroes only a few moments before a monstrous beholder had appeared and stole him away again. They admitted their failings to the Priestess, who looked confused.

“Oh? You didn’t save Terrem? Well, he is here safe and sound. He arrived on our doorstep before any others.” She counted out the coins she owed the group for saving three of the four children and handed it to them with a smile. “A pleasure doing business with you.”

My family was more than a little confused. Why would a beholder go to the trouble of stealing an orphaned kid that they had saved from slavery just to bring the kid home? And this beholder… He wasn’t the only one interested in Terrem. The Last Laugh Thieve’s Guild also wanted the boy. In fact, they had gone as far as tasking the orphanage’s janitor, Patch, with keeping an eye on him. Strange… Our heroes tried to speak with Terrem, but the boy would say nothing.

Suddenly the town guard arrived and everyone — victims, heroes, and even some priests — were brought to the Garrison for questioning. The PCs were interviewed over and over by the authorities. The guards looked for holes in their story. Incongruities that might show they had something to do with the kidnappings… They were lectured on the legality and dangers of vigilanteism. Informed that the entirety of Jzadirune and the Malachite Fortress were off limits — it was an active crime scene, after all. The poor musicians were so busy they barely had a moment to stop and breathe. After a few days they received one last warning from Terseon Skellerang, Captain of Cauldron’s city watch, and were sent on their way.

On the way out they ran into Krylscar Endercott, a town guard who was among those that had been abducted from his home by dark folk and then saved by Dinorabbit. Although he was badly wounded when they found him, he grinned at the sight of them and asked for a blade. The stubborn fool was a big help in getting everyone home safe. They chatted with him a bit, and bid him farewell.

cauldron.jpg

Upon re-entering the city for the first time in days they were shocked to discover that although their deeds were well known, their identities were not. A heinous crime! While Aeris returned to work at her locksmith shop, the rest of the band spent some time spreading word of their triumphs and of an upcoming performance — which they had yet to schedule. The next few days were marked with frivolities — writing, practising, performing, rumourmongering, and so on. Falco took these responsibilities very seriously, intent on milking their newfound fame for all it was worth.

Rabbity discovered that Griffin, the friend she had worked so hard to save, was out of a job. He had been replaced as bartender and was now stuck waiting tables. Also, Rabbity had been fired. She hadn’t been into work in nearly a week and left no word as to why, so that wasn’t too much of a surprise. Still, my daughter was a little insulted. She also worried about her pet howler, Prickles, who was currently locked inside the Malachite Fortress, hopefully not killing (or being killed by) the investigating city guards. Deciding they needed to sneak into Jzadirune and save him before he got into trouble, Rabbity concocted a plan. She looked into the people who they hadn’t saved and picked out one whose home was close to Jzadirune — 52 Ash Avenue, the home of skinner Rikaldo Veskar. Rikaldo had a tiny, blood-stained, stinky home that had been abandoned 37 nights. Knowing that he had been sold to unknown buyers in the Darklands and wouldn’t be returning, my daughter set out to purchase the building from the city. She sought guidance from her friend Ruphus Laro at the Church of Abadar and determined the steps to take to buy the building. It cost more than she had, but she managed to convince the group it was important. They pooled their money and bought the house. Then Rabbity asked Falco to start using his stone shape spells to tunnel out a passage from their new junky home to Jzadirune. With some luck and planning they’d be able to get to Prickles before he killed anyone. Hopefully….

Mick was equally busy. He spent a lot of time trying to figure out how he could legally get his hands on Jzadirune. Deciding he needed help he sought professional guidance from the Church of Abadar, just as Rabbity had. With their legal advice he put together a plan to legally acquire the underground complex. And so he set out to track down the original ownership paperwork, and the living descendants of Jzadirune’s founders. There weren’t many of them. Only six. So Mick set out to barter with them over ownership, in the hopes they would turn it over to him. Hopefully, when all is said and done, he could legally claim the property from the city.

Aeris spent her time working, patrolling the town, and looking for a sign that matched the mysterious Kingfisher symbol they had discovered on a letter written to the slaver Kazmojen. She discovered nothing.

There was plenty the group did together, as well. They visited the orphanage, Church of Abadar, and all the other people they had saved, double checking they were safe, healthy, and reintegrating back into society. Patch was fine and back at work. Apparently he had managed to keep his affiliations with the Last Laugh Thieve’s Guild a secret. The orphans were a little traumatized — all except for Terrem who seemed unconcerned over the entire ordeal.

Krylscar had returned home to find his parents hadn’t even been looking for him. Turns out they thought he had robbed them and fled the city — the jerks! He was trying to find himself a new place to live, but not having any luck. At work everyone treats him like a weirdo and he’s angry that they never saved him. In fact, he was generally an angry guy. Still, he had friends. He remained close with his pal Griffin, and often showed up to hang out with the members of Dinorabbit. They knew he wasn’t some shifty loser. They knew he was a good guy. (My family really grew to like this guy! Haha).

Jasper and Jeneer had gone back to work like nothing had happened. Jasper teaches math at Bluecrater Academy, and Jeneer is a jeweller’s apprentice. The group saw Maple, a suspected member of the Alleybashers gang, on the streets from time to time, but she never stayed to chat. And Coryston Pike, the retired adventurer, made it home, but hadn’t been seen around town since.

But, not everyone had recovered. Sondor (the dwarven cartwright), Deven Myrlzal (a teenage human lamplighter), and Irruth Mercadi (a chandler), were all traumatized by their experiences. They wouldn’t talk. They just sat still, scared, and sad. Currently they were at the Church of Abadar, but they would need to head home soon. As Priestess Jenya Urikas plainly pointed out, the Church of Abadar was not in the business of charity.

When the group discovered that Keygan Ghelve had been arrested they went to visit him. My kids were a little upset about his fate. Did he really deserve to be arrested? Out of fear he had helped the kidnappers and slavers, but he had also fought alongside our heroes to free them again. Of course, he had done that only because the group had forced him to… In time they realized that Keygan’s fate was out of their hands. Instead they offered to take care of his rat familiar, Starbrow, and his home. It took some bargaining and a signed contract, but Keygan agreed to transfer ownership of his home and locksmith shop to the members of Dinorabbit on the condition they took care of Starbrow, they did not sell any of his paintings or his grandfather clock, and they didn’t bring their meddlesome pets into his home. When he was released from prison, ownership of his home and shop would revert to Keygan. Keygan was grateful, and they began to feel a little better about this whole ordeal.

In time they discovered a vandalism problem in Cauldron. Someone had been painting words on buildings in goblin. Things like “Murrd wrote this!” “Snurk smells like dung!” and “Drakthar has bat ears!” Luckily, Mick could speak goblin and was pretty sure the culprits were a gang of goblins. Which was absurd! Everyone knew no goblins lived in Cauldron! Determined to prove he wasn’t crazy, the group stayed up late a few nights, attempting to catch the vandals red-handed. Although they came close, the only thing they managed to earn was a scolding from the guards for suspicious behaviour. Whoops!

One day the group received a summons from the Mayor’s Office. They hurried over and were told that the mayor — Lord Mayor Severen Navalant — wanted to host a ceremony in honour of their deeds. Although it was clear he was hoping to use their newfound celebrity status to bolster the public’s opinion of him, the band didn’t mind. They wanted to do the same to him, after all. Together they made some plans and the party was scheduled, with Dinorabbit making a headlining performance. The Mayor also asked about their experiences under Cauldron and their opinions on what should be done about Jzadirune, the Malachite Fortress, and the passages to the Darklands. Mick took this opportunity to share his plans to acquire full ownership of Jzadirune while Rabbity petitioned for her ‘beloved’ new pet Prickles to be returned to her at once! The Mayor smiled and assured them he would take it under advisement. The group was skeptical he would, but had little choice but to accept him at his word.

The days leading up to the festival were hectic, with even Aeris practising as much as she could. They put on a lot of other performances, both big and small. My family was happiest to earn themselves a performance at both the Cusp of Sunrise (a fancy social club that was for the nobility) and the Coy Nixie (a fancy restaurant where they first began their adventure). Before they knew it the party was upon them. Much to their surprise the mayor named them ‘Champions of Cauldron’ — a position which he later assured them had no real responsibilities to go with it — rewarded them the deed to Jzadirune, and gave them a new task: putting an end to the goblin vandals that have been irritating the town! Both shocked and pleased at this turn of events, the gang agreed. Not that they were given a choice…. Haha. After the ceremony the party began, and my family had a blast describing their performances and songs. The night ended with fireworks, and a few angry scowls from Captain Skellerang.

The next day would see them busy again. Plans had to be made for Jzadirune and Prickles had to be liberated. The Lord Mayor’s secretary informed them that the Malachite Fortress would be turned into a guard post for the Town Guard so that the entrance to the Darklands could be properly protected. This, of course, meant that they would need to have engineers remodel the entrances to both Jzadirune and the Malachite Fortress a bit. Both the members of Dinorabbit and the Town Guard had to be able to access different parts of the complex without traipsing through the others space. I handed my kids a map of Jzadirune and asked them for their ideas. They also got to make plans for the engineers to fix up some of Jzadirunes broken walls and tunnels while they were at it — courtesy of a small grant provided to them by the Mayor’s Office. A surprise my kids found very exciting! Even more exciting? The group got to visit Jzadirune and Rabbity retrieved Prickles. Happily he did not try to devour her. Yet.

By the time Dinorabbit left Jzadirune and began to walk home they were greeted by rain. More than that. It was a downpour. Fall had come to Cauldron, which meant the rains would continue for a few weeks more, at least. It was misty out. Cool and dark. There was a chilling howl on the wind — like that of a wolf. On the side of Aeris’ locksmith shop was more goblin graffiti.

“Who builds town in volcano? Stupid humans!”

The gang sighed.

Tomorrow they would need to put aside their ambitions and get to work. The had a gang of vandals to catch.


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. A copy of the premade player handouts is available from Paizo 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.

Dungeon Mayhem

My kids love games of all kinds. Not surprising, I know. Most kids love games of one kind or another. But mine REALLY love games. This year for their birthdays they decided that they have enough toys. What they wanted was some new board games.

“But, awesome board games, Mom. Really good ones.”

So they did some research, made lists, did some more research, discovered a love of Dice Tower, and revised their lists until they each had a (much too long) list of board games they wanted. Although our birthday celebrations aren’t over yet, they’ve both had a few parties with family and were thrilled to find they got some new games. Most of what they asked for are large, complex games. But a few are short, easy to learn card games. You can expect to see a lot of board game reviews in the coming weeks, but today we’re starting short and sweet, with Dungeon Mayhem!

Dungeon Mayhem

Dungeon Mayhem is a Dungeons & Dragons card game for 2 to 4 players. Games are short and fast-paced, with a round averaging about five minutes. It’s a small, portable game, with the rectangular box about the size of my hand. It’s the perfect size to bring with you on the go or play in compact spaces. We bring it to the laundromat, for example. Intended for ages eight and up Dungeon Mayhem lets players take on the role of an iconic hero and battle it out.

The game is super easy to learn and surprisingly fun to play. First, you choose a character. Each comes with their own unique deck of cards, hit point card and tracker, and a reference card. Youngest player goes first and play continues clockwise. You start with three cards in your hand. On your turn you draw a card and play a card. You start with 10 hp and when you reach 0 hp you’re out of the game. Last adventurer standing wins.

Contents 2
Box contents!

There are four heroes to choose from: Sutha the Skullcrusher (a female half-orc barbarian), Azzan the mystic (a male human wizard), Lia the Radiant (a female elf paladin), and Oriax the Clever (a male tiefling rogue). Each adventurer has their own deck that plays differently, but with the same basic mechanics so it’s easy to pick up any one and just play. Each card features illustrations by Kyle Ferrin showcasing the different characters in a fun-loving, cartoony style. Many cards have clever, entertaining, or familiar names. The cards each have a variety of symbols on them which tell you what each card does. The symbols are all easy to understand and, if you ever forget what they do, each character has their own unique reference card to remind you.

There are five symbols that appear in every character’s deck. A swords deals one damage to an opponent, a shield blocks one damage dealt to you, a heart heals one hp, a card lets you draw one card, and a lightning bolt lets you play one extra card. Although some cards in the decks contain a single symbol on them, most have a combination or two or three symbols. These symbols appear in different combinations and quantities throughout the decks, making each one different. The paladin’s deck has a lot of healing, for example, while the rogue’s lets you play a lot of cards, and the barbarian is the only character who can do four damage at once to a single enemy. In addition, each deck has a few unique symbols and cards. Sutha the Skullcrusher can deal one damage to each enemy and then gain that much hp with her Whirling Frenzy while the wizard Azzan can swap life totals with another player by playing Vampiric Touch.

Contents

There’s a few other rules to the game, but not many. Typically when you play a card it gets discarded, but if you play a shield card it instead is placed on the table in front of you. For each damage it prevents it gets a damage counter, and when it’s been completely destroyed the shield card is removed from play and placed in the discard pile. If you happen to use up all the cards in your hand (you’ll need lightning bolt cards to do this, which let you play an extra card on your turn) you can draw two additional cards. And if your deck ever runs out you simply reshuffle it and keep playing.

Pretty simple!

While playing we found that this game was super simple to learn, teach, and understand. You get the hang of it quick, and games are fast and exciting. Since you’re battling each other there’s definitely a ‘take that’ feel to this game. Some rounds you’ll feel picked on if you get defeated quick, but others are more balanced. It just depends on the strategies of your opponents at the time. My kids often decided the best strategy was to kill me and then duke it out themselves, so I was brutally ganged up on a lot. Haha. They quickly realized this was a poor strategy when my husband also joined play, as he often teamed up with me so that he didn’t have to combat a pair of allied kids on his own. (How the tables have turned!) My daughter is an expert at the old ‘kick them when they’re down’ strategy, very often dealing ruthless finishing blows against whoever happens to be doing the worst. …Even if it might be against her brother who she was supposedly allied with. Clever girl. Haha.

The decks are fun, varied, and balanced. No one deck it better than the other, they’re just different. Although it’s not immediately apparent what the differences are between the decks it becomes clear pretty quick. Lia, the paladin, deals a lot of damage and heals a lot of her own wounds. Her special abilities include Divine Inspiration, which lets her put any card from her discard pile into her hand and then heal two hp and Banishing Smite which destroys all shield cards in play and then lets her play an additional card. This was my daughter’s favourite deck, and my second favourite deck. While my daughter prefers Divine Smite and her beloved steed Fluffy, I’m a big fan of the Finger-wag of Judgement and Divine Inspiration. This deck is tough to take down and enjoyable to play.

Paladin
Some of the paladin’s cards.

While my daughter and I loved the paladin, my son and I both decided the rogue, Oriax, was out favourite deck. Packed full of cards that let you take extra actions, this deck often lets you play more cards than your opponents. It’s also got some enjoyable tricks, particularly with Clever Disguise, a card that prevents you from being targeted by any cards until the start of your next turn. It’s particularly great for forcing your allies to duke it out at the start of the game, which is likely to result in them retaliating against each other in subsequent rounds. A nice little start! We also really like using Pick Pocket to play a card from someone else’s deck. Need healing? Grab a card from the paladin. Want to wreck your opponent? Snag a card from the barbarian. Want to get a nice full hand or play something tricky? Take a card from the wizard. Sure, it won’t always be what you were hoping for, but I’ve never seen it not be useful. One downside to the rogue is that he only has one way to heal himself: Stolen Potion. Although it lets you heal one hp and play another card (which is great) it does mean that when you’re low on health it’s hard to save yourself. One hp once in a while doesn’t do much. I also love Sneak Attack. It’s art and theme bring a smile to my face every time. Haha.

Thief
Some of the rogue’s cards.

It should come as no surprise that the barbarian’s deck deals a lot of damage. In fact, they have the only card in the game that can do four damage against one enemy (Rage). They also have the awesome Whirling Axes, which we mentioned earlier. What might be surprising is how balanced it is. It’s got some solid shield cards (my daughter loves the dogs Riff and Raff), ways to draw cards (Open the Armory and Snack Time), ways to heal (Snack Time and Whirling Axes) and ways to destroy a shield with one card (Mighty Toss). Although none of us named this deck as our favourites, it also turned out to be the most played deck and both my son and husband’s second favourite decks. Sutha is a fearsome foe!

Barbarian
Some of the barbarian’s cards.

Which leaves us with the wizard. At first glance, Azzan’s deck is the most balanced. He can do everything well, but doesn’t have the most of anything either. Burning Hands and Lightning Bolt are some of his most reliable damage dealing cards. Magic Missile is my favourite, as it lets you deal one damage and play an extra card. Stoneskin and Mirror Image are great shield cards. Knowledge is Power gets him a lot of extra cards while Speed of Thought helps him play those cards fast. His one downside is a lack of healing cards. Eventually we came to realize he does have the most of something very important: TRICKS. His three unique cards include Vampiric Touch, which we already mentioned. This card lets him swap hp totals with another player — which can be game changing. Charm lets him take someone else’s shield card that’s on the table and use as his own — also awesome. And Fireball deals three damage to every player (including himself). My daughter’s prone to hoarding fireballs, using Charm to steal someone else’s defences, and then blasting a bunch of fireballs to kill everyone at once while she hits behind her stolen shields. Cheeky thing. Haha. Although Azzan’s deck is just as easy to use as everyone else’s, it’s also the deck that is most rewarding when played with some forethought.

Wizard
Some of the wizard’s cards.

We really enjoyed Dungeon Mayhem. It’s not a complex, tactical game like some of our others, but it’s a fun, quick, romp you can bring with you anywhere. We hope they come out with an expansion that contains another two or four decks. It’d be great to have more deck choices and play with more than four players. Happily, this deck was quite affordable. Our copy was only $18 Canadian. Well worth the money.

Jessica

Dungeon Mayhem Contents
Some of our favourite cards for each deck.

 

The ABCs and 123s of D&D

Today we’re taking a look at two delightful books released by Dungeons & Dragons for kids: The ABCs of D&D and The 123s of D&D. Intended for young children, these books offer kids a first glimpse at the world of Dungeons & Dragons while teaching the alphabet and counting to ten. Both books feature whimsical artwork by Caleb Cleveland, and catchy rhyming couplets written by Ivan Van Norman.

The ABCs and 123s of D&D

I recently picked up both of these books for my young nephew, who is soon to turn five. Not only does he adore them, but both of my children (a boy aged eight and a girl aged seven) also found them thoroughly entertaining. I was impressed by their quality and content. The art is perfect for kids, with colourful, whimsical illustrations that hide all kinds of secrets — clouds shaped like dice and towers made of books, for example. Delightful little tidbits that kids will discover as they get a bit older.

I is for Imagination

“I is for IMAGINATION. What’s YOUR favorite tale?”

B is for Book

“A is for ADVENTURE, our journey has begun.
B is for BOOK, the source of all our fun!
C is for CREATURES of every shape and size.”

Although I expected The 123s of D&D to be shorter than The ABCs of D&D, that wasn’t the case. Yes, the ABCs of D&D covers the entire alphabet, with typically a letter per page. And yes, the 123s of D&D covers the numbers one through 10, with one number per two pages. Technically that would make it shorter, but after counting to to ten there’s a lovely mini bestiary that features a sentence or two about the creatures depicted throughout the book — all written in rhyming couplets. What a pleasant surprise! I’m really happy they included it and all the kids loved it. It immediately inspired them to start making up stories of their own with the creatures. My daughter’s favourite was the almiraj, of course (she adores rabbits and rabbit-creatures of all kinds).

123s of D&D

“We begin with ONE Dungeon Master telling a story of daring deeds, the adventure of TWO heroes and their brave and noble steeds.”

Bestiary

“All these monsters you can meet when playing D&D. So have fun on your adventures, and save a spot for me!”

My kids and I thought that The ABCs of D&D and The 123s of D&D were wonderful, entertaining, inspiring little books. Despite being written for young children, they’re of interest to any kids that still love a picture book. Really wonderful work!

Jessica