5-Minute Dungeon

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5 Minute Dungeon

Today we’re taking a look at a board game my kids recently got for their birthday: 5-Minute Dungeon! This real-time card game tasks up to five players with working together to escape a dungeon in under five minutes. Each dungeon consists of a randomized deck of cards that features obstacles, monsters, people, and events to overcome. At the end of each dungeon is a powerful boss to defeat. To beat the game you’ll need to triumph over five separate dungeons.

This game is frantic, fast-paced, and more than a little chaotic! Communication and teamwork are essential to your success. Player’s win or lose as a team. 5-Minute Dungeon is intended for players ages eight and up. Although a single dungeon takes five minutes, playing through a whole game takes about thirty to forty-five minutes, depending how many times you fail to escape a dungeon.

Box Contents

Players take on the role of one of ten characters by selecting a character board. Each board is colour-coded and double-sided, with one male and one female character per board. Every character board makes use of one of five matching decks, and every character has their own unique ability which can be triggered by discarding three cards from your hand. That means that up to five people can play at a time.

Characters include the blue sorceress and wizard, green huntress and ranger, purple ninja and thief, red barbarian and gladiator, and yellow paladin and valkyrie. Most of the special abilities of these characters fall into two types: those that help get someone in your group extra cards and those that automatically defeat a certain category of card. There’s also the wizard’s unique ability to stop time. We found that it was very helpful to play with the wizard and a character who can help the group draw cards, with the rest of the players taking on abilities that can auto-defeat either monsters, obstacles, or people. Once you’ve got your character picked out you place the matching deck on their board.

Next you set up the dungeon. Start by selecting a boss. There are five to choose from and each is numbered 1 though 5. You simply start at Boss #1: Baby Barbarian and work your way up to Boss #5: Dungeon Master. Each boss also has a number of cards written on it. Baby Barbarian has 20, The Grime Reaper has 25, Zola the Gorgon has 30, and so on. This is the number of dungeon cards you’ll randomly select and place on the boss board. Then you’ll pick out two challenge cards per player and shuffle them into the deck of dungeon cards. This is the boss’s dungeon. You simply place the deck of cards into the space marked with the dotted line and you’re ready to begin.

Boss

Player’s begin by drawing a number of cards. This number is variable and determined by how many people are playing the game. Chances are you’ll start with three or four cards. Then you start the five minute timer, flip over the first card in the dungeon deck, and get adventuring!

Cactus wants a hug!
To reach ‘The Grime Reaper’ you’ll need to defeat the ‘A Cactus that wants a hug.’ Oh, no! I hope you’ve got some shields….

This game doesn’t come with a physical timer. Instead there’s a timer app you can download on your phone, tablet, and other handheld device. It’s a quick download and easy to use. You simply select a voice for the announcer (I love the ‘fearful’ voice, but my daughter’s a fan of ‘spiteful’) and click start. Sometimes you’ll need to pause the game (such as with the wizard’s ‘time stop’ ability) in which case you simply push pause. If you defeat the dungeon you click ‘We Won,’ if you lose you click ‘We Lost’ and if you run out of time you don’t need to click a thing. It’s an enjoyable, humorous little timer app and my kids really like it.

There are four major categories of dungeon cards: event, person, monster, and obstacle. Events are the simplest to resolve. They each have a sentence explaining what you need to do, you do it, then you move on to the next card. Examples of events are ‘Sudden Illness’ which forces every player to discard their hand, or ‘Trap Door’ which forces all players to discard three cards. The rest of the cards — monster, obstacle, and person — have circular symbols on them. These symbols match the cards that you must play to defeat them. These cards can be played in any order and by any player. There are no turns. As soon as all the needed cards are played you have defeated the card, it gets moved to the discard pile, and you flip over the next dungeon card. Once all of the dungeon cards are defeated you will see the symbols needed to defeat the Boss.

This makes gameplay fast and chaotic, with players slapping down cards, shouting out what they’re playing, and calling out what’s still needed to defeat the card. It’s the sort of game where everyone feels a sense of urgency and excitement, and get’s a thrill of triumph when a card is defeated.

Enemy Types
The four types of cards you’ll find in a dungeon.

So what the heck are all these symbols?

There are five major symbols in the game, which are colour coded. These same symbols are seen across all the boss cards and all character decks. Called ‘Resources’ they include the red sword, yellow shield, green arrow, blue scroll, and purple jumping person (which my family always calls ‘sprint’ or ‘dash’ but is probably called ‘leap’). Every deck will have cards of these five types, although they will have them in different combinations. The red barbarian/gladiator deck will have a lot of red swords, for example, while the blue sorceress/wizard deck will have a lot of blue scrolls. In addition to these single symbol cards there’s double symbol cards — cards that have two red swords, two blue scrolls, and so on. These are seen in much lower quantities than the single symbol cards, and not every deck will have them in every kind. While the sorceress/wizard deck may have a few double scroll cards, the huntress/ranger deck won’t. One of the decks — the red barbarian/gladiator has special double symbol cards which consist of a red sword and a second other symbol.

The rest of the cards found in the character decks are black bordered and have a special ability written on them. The most common are abilities that let you auto-defeat a certain category of dungeon card. ‘Fireball’ defeats a monster, ‘Backstab’ defeats a person, and ‘Mighty Leap’ defeats an obstacle. These are super useful cards which can be found throughout all of the different coloured decks in differing quantities. While the sorceress/wizard has a lot of ‘Fireballs’ the ninja/thief has more ‘Mighty Leap’ and ‘Backstab’ cards. Finally, every colour deck has some unique black bordered ability cards. ‘Enrage’ from the red barbarian/gladiator deck lets you choose two players who may draw three cards each. ‘Divine Shield’ from the yellow paladin/valkyrie deck pauses time until someone plays a card and lets every player draw one card. ‘Magic Bomb’ from the blue sorceress/wizard deck counts as one of each type of resource. My personal favourite card? ‘Heal’ which lets you select a player who can put their entire discard pile back on top of their draw pile. Awesome!

Card Types 2
The many card types found in 5-Minute Dungeon

As mentioned, every deck is different but equally useful. You’ll soon discover which play style you prefer and find a favourite, so I highly recommend trying each deck out. I love the yellow paladin/valkyrie deck best — particularly when played with the valkyrie character who can help her fellow players draw cards. The yellow deck has a lot of different healing cards, which I find can be incredibly helpful. My son, on the other hand, prefers the to play as the blue wizard. He’s a huge fan of the wizard’s ‘Time Stop’ ability — which is so helpful I’d go as far as to call it a necessity. He also loves the ‘Magic Bomb’ card which can only be found in the blue deck. Finally, my daughter prefers to play as the green huntress — solely because she loves the art. To each their own, I guess. Haha.

With all the decks in their places, cards in hand, and the timer started, play can begin. There’s a few other rules you need to know, but not many. Whenever you have less cards than your opening hand consisted of you can immediately draw cards to fill your hand back up to maximum. Discard piles do not get shuffled back into the draw pile once the draw pile is empty. This means that if your deck ever runs out you can no longer draw cards — unless someone plays a card that gives you cards from your discard pile or something similar.

Winning will take teamwork, speed, and luck. If you win you reshuffle your decks, select your character (you do not need to keep the same character throughout all the dungeons), set your boards back up, and build the dungeon for the next Boss. When everything’s ready you begin play again. If you defeat all five dungeons you win the game.

If you ever fail to defeat a dungeon you’re supposed to reset, going all the way back to the Baby Barbarian and his dungeon again, but my family didn’t like this rule. Instead we just replayed the dungeon we were on.

We’ve played this game quite a few times. Sometimes we finish it all the way through, and sometimes we only play a round or two. My kids and I really like it. They enjoy the teamwork aspect, and that they can always be playing. There’s no waiting for your turn or getting beat on by your friends. It’s fun and fast. It’s not a game for everyone, though. My husband doesn’t really like it. He’s a fan of strategic, complex games. Chances are whatever game we’re playing he’s going to be that player taking the longest turns. Unsurprisingly, the chaotic, real-time gameplay of 5-Minute Dungeon is not to his tastes. It’s also not the kind of game you can play anywhere. Players are going to get loud. Although you could bring to a party, family gathering, or friend’s house, it’s not the sort of thing you’re going to bring to play at the library, local coffee shop, laundromat, or airport. Finally, it’s not the sort of game you want to let the kids play late at night. Mine get antsy, excited, and leap and jump around. Not really a relaxing, winding-down sort of game.

All in all, we really liked 5-Minute Dungeon — especially my son. It’s fast paced, easy to learn, and enjoyable. My only complaints? I wish the boss cards were double sided so you could choose which of the two to face off against and I wish there were more dungeon and challenge cards included in the game so the dungeons felt more varied. But, I suppose wanting more of a game isn’t much of a complaint. More like a wish list. Haha. 5-Minute Dungeon is a pretty easy game to find that currently retails for around $30 Canadian. Our copy belongs to my eight-year old son, and made an excellent gift. He loves it.

Happy gaming!

Jessica

Wilderness Origins

Wilderness OriginsReady to get wild?

Today we’re taking a peek between the covers of Pathfinder Player Companion: Wilderness Origins! If you’ve been reading d20diaries since its beginning you’ll know that my family and I adore Ultimate Wilderness. My kids love the races introduced — particularly the adorable vine leshys — and my entire family enjoys the shifter class. In fact, each of us have at least two shifters. Needless to say we were excited to get our hands on Wilderness Origins. My husband was hoping for more shifter options, my kids were hoping for more vine leshy options, and I was… Well, I was just hoping someone in my family would find something inside the book that they’d make use of right away.

We were not disappointed.

Pathfinder Player Companion: Wilderness Origins is a soft cover book that is 32 pages in length. As a book in the Player Companion line, it’s aimed at players, which means that you won’t find a ton of world lore or secrets inside. You’ll find archetypes, feats, traits, spells, and more! Wilderness Origins features amazing cover art by David Alvarez, which showcases the iconic shifter, Zova,  engaged in battle against an earth elemental.

Wilderness Origins - Plant Journal
The inside front over of Wilderness Origins.

The front inside cover features brief information on a few plants described in the book alongside some sketches. The entire page is presented as if they were entries in a scholar’s journal, which is a nice touch. Although no important information is contained here that can’t be found later in the book, it’s nicely showcased. Plants depicted include ambrosial lotus, cleanthistle, ghostblossom, and a ghoran seed. There’s also art of a gathlain’s wing and a leaf leshy.

After this is the table of contents, the rules index, and the introduction which contains eight new regional traits themed around different terrains. Each trait is printed alongside an example background for each terrain, that emphasize how you can embrace nature and your environment. Guerilla tactics and surefooted ascent are sure to be popular, but fruit merchant and strong stomach turned out to be my favourites. Environments covered by these traits include the desert, road, forest, jungle, mountain, swamp, tundra, and coast.

Moving on from the introduction we come to six pages of new shifter options. It features a whopping nine new shifter aspects, all of which are pretty cool. The new shifter aspects are boar, crocodile, dolphin, dragonfly, electric eel, mantis, octopus, scorpion, and spider. Electric eel is my favourite, but my son LOVES the boar aspect. He immediately made a gnomish boar shifter for Pathfinder Society Organized Play and was super excited to give it a shot. Unfortunately, we suffered a TPK that weekend and poor Sid’s career was cut short. Still, my son loved the character and made a ton of use out of the boar’s minor aspect, which gives you diehard as a bonus feat.

Wilderness Origins - Feyform Shifter
A half-orc feyform shifter from Wilderness Origins.

After the shifter aspects are three new archetypes, dragonblood shifter, feyform shifter, and swarm shifter. They’re all pretty self-explanatory, with the dragonblood shifter allowing  you to take on the aspects and forms of a variety of dragons, feyform shifter granting you some tricky defences and the ability to transform into fey beings, and swarm shifter allowing you to turn into a swarm of bugs. They’re all really cool, but dragonblood shifter turned out to be my favourite. My husband’s a big fan of the swarm shifter, though, and he’s not going to be the only one. It’s a really useful archetype which is sure to see a lot of play.

Also in the shifter chapter are thirteen new favoured class options, seven new feats (be sure to check out chimeric aspect, greater weapon shift, and raking claws), and my favourite new option for shifters: alternate natural attacks. Each shifter aspect currently released (new and old) has a list of alternate attack forms they can select in place of claw attacks. Bears have a bite attack, for example, while boars have a gore and a hoof. Any time you activate your shifter claws you can choose to take an alternate natural attack from your animal aspect options in place of one of your claw attacks. This changes the damage type and the way your natural attacks look, but otherwise functions as the shifter’s regular claw attacks. It’s a really nice option I’m happy to see available.

Up next are two pages on each of the races introduced in Ultimate Wilderness — gathlain, ghoran, and vine leshy. The new gathlain options include five alternate race traits (arboreal vitality, fey resilience, and whimsical outlook are my favourites), seven new feats (mighty boughs and strength of wood are my favourites), and one new archetype. Sworn of the Eldest is a Charisma-based inquisitor archetype that I really enjoyed. Particularly the magic of the Eldest ability, which swaps out teamwork feats for some extra spells and spells per day.

Ghoran options include four alternate race traits (check out intoxicating aroma and magical absorption), three feats (I love spell mirror), two new spells (pinecone bomb and woodland rune), and the new ninja archetype petal ninja, which lets you transform into a cloud of flower petals.

Wilderness Origins - Leshy - Nathanael James
Vine leshy verdivant. Illustration by Nathanael James. Art courtesy of Paizo Inc.

Vine Leshy options include four alternate race traits (lashvine and writhing eye are awesome!), four new feats (we like bounteous body best), and the cavalier archetype verdivant. This turned out to be both my kids’ favourite archetype — which came as no surprise since they both love vine leshys. The verdivant archetype lets you to have a plant mount, and enables you create effloresces, which are explosive plant growths that can be used a number of times per day and have some cool effects. While one might form a wall of vines to prevent attacks of opportunity, others can make you walk on air, or even give you and your allies fast healing. Effloresce replaces the cavalier’s banner and tactician abilities.

Up next in Wilderness Origins are two pages themed around flowers. It starts by introducing four new magical plants, ambrosial lotus, cleanthistle, ghostblossom, and gravebane petals. All four are surprisingly useful, but I think I like the cleanthistle best. It’s a great plant to add into my family game of Iron Gods. There’s also five awesome new witch hexes. I honestly had a hard time picking my favourite. My daughter loves leshy summoning, my son loves verdant familiar, and heralding bloom is going to be really useful for some characters. In the end its the floating lotus and iceplant hexes I’m most likely to use. Floating lotus conjures a flower that you can stand on to walk over water or gain a bonus on jump checks while Iceplant makes the witch and her familiar’s flesh harden, granting them a natural armour bonus and and the effects of endure elements. Finally, there’s a new alchemist archetype in this section: perfumer. This alchemist creates atomized perfumes in place of potions, an can distill pheromones that augment your Charisma, diplomacy, and bluff checks in place of mutagens. Very cool!

The next two pages are entitled Wardens of the Wild and involve kami. There’s a new kami eidolon subtype for unchained summoners, ward aspects for hunters to make use of, and the new spiritualist archetype ward spiritualist. This archetype allows a spiritualist to purposesly seek out a kami to bond with, and grants them a ward implement which can either be an object or their own body. With their ward implement they can gain occultist focus powers. They can also merge their kami with their implement to empower their implement in battle. I’m a huge fan of both spiritualists and occultists, so I’m totally biased to love this archetype. Haha.

Wilderness Origins - Scorpion - Beatrice Pelagatti
Scorpion familiar. Illustration by Beatrice Pelagatti. Art courtesy of Paizo Inc.

The next four pages are packed full of options for our animalistic pals — animal companions, familiars, and mounts. It starts with two animal companion archetypes: apex species (which gives your companion benefits in certain terrains) and unexpected intellectual (which makes a vermin companion more intelligent). Then there’s three familiar archetypes: occult messenger, the super creepy parasite, and arcane amplifier (my personal favourite) which grants your familiar the ability to use some metamagic feats on touch spells they deliver. Following these are seven feats which can be taken by animal companions, familiars, and their owners. Three are relevant to familiars, three to animal companions, and one is relevant to both. I really like the animal companion feats curious companion and friendly face, but it was two familiar feats that turned out to be my favourite. Changeling familiar gives any familiar capable of changing shape the ability to transform into a child or teenager of their master’s race, while spark of the uncanny gives your familiar the ability to speak. Awesome! (My kids are absurdly excited for this one!) A few levels later you can swap it out for improved familiar. Next up are descriptions of five breeds of mounts along with a trait for each of them (these traits count towards their master’s total number of traits). Finally, there’s an expanded companion list for cavaliers paladins, and rangers.

The following two pages talk about the totem spirits of the Shoanti, with nine new totem rage powers geared at members of the Lyrune-Quah (moon clan), Shundar-Quah (spire clan), and any ancestor-revering character. There’s also a new shaman spirit, tribe.

Wilderness Magic is up next, with five new arcanist exploits, three disaster themed spells, and the psychic archetype Magaambyan telepath, which blends druidic magic and wilderness themed powers with the psychic. Wild stride and wooden flesh are my favourite arcanist exploits, while flash flood — a sixth level spell on the druid, shaman, and sorcerer/wizard spell list — is my favourite spell.

Wilderness Origins - Fire Steed
The iconic kineticist Yoon riding a fire steed.

Similar to magic, the following two pages are all about elemental power — specifically fire. First up is the flame steed spell, which conjures a mount made of fire. Continuing this theme is a new archetype, the cinderlands adept, a fire-based kineticist that gains a loyal mount and is based on the Burn Riders of the Sklar-Quah (sun clan). Finally, there are eight new kineticist talents — one form infusion (elemental trap) and seven utility talents. My favourites included fire corridor and the fire steed tree. I’m a huge fan of both the Shoanti and kineticists, so I was pleasantly surprised to discover these new options.

By now there’s only a few pages left. Two pages of character options themed around the sea and sky. It starts with two more archetypes — a very interesting paladin archetype called champion of the cascade and esoteric starseeker, a psychic archetype based around Golarion’s constellations. Following this are two very cool (and disconcerting) oracle curses that have to do with decay: putrid and scourge. Finally, there’s three new ki powers: floating breath, racing current, and zephyr blow.

And that’s it! The end of Pathfinder Player Companion: Wilderness Origins! My whole family loves this player companion. It contains a lot of fun options for all our favourite parts of Ultimate Wilderness — shifters, gathlain, ghoran, and vine leshys — and pays some loving attention to the many different pets you can acquire. It’s rare that we get to make in-game use of a d20 book right after reading it, but this one immediately inspired us to create something new. It was well worth the investment for my family.

Thanks for joining us today! I hope you enjoyed taking a peek behind the covers of Wilderness Origins.

Until next time,

Jessica

 

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

Many Happy Birthdays!

My kids have a birthday this month.

Both of them.

It’s on the same day (although they’re not the same age) but that doesn’t mean their birthday is over quick. My husband and I have a small house but a big family, so it’s not just one birthday party for the pair of them. It’s one birthday party for the pair of them at least four times. Add to that a convention, work dinner, and parties with their friends, and suddenly the whole month is gone. Plus there’s my brother, grandpa, niece, and nephew, who all ALSO have a birthday this month.

March is crazy around here.

But today I’m taking the time to say ‘Happy Birthday’ to the two goofiest, sweetest, most imaginative kids I know. Why on my blog? Because they wanted the world to know they are now the very dignified ages of seven and eight.

Milestones, I know. Haha.

While we’re at it, why not spread the cheer further? My birthday kids want to wish a Happy Birthday to all of you, no matter where you are or when it falls.

All the best!

Jessica
(and family)

Birthday Cake 1
HAPPY BIRTHDAY!

Adventures at RetroCon!

My family and I don’t often have the chance to attend conventions. We don’t usually get to play Pathfinder Society or Starfinder Society games in person. We play a lot via play-by-post (which is a ton of fun) and we play a lot in small family groups. But to actually play in a public venue? That’s a new experience for us.

So, when we discovered that there would be a convention just down the road from our home how could we say no?

I wasn’t sure my kids would behave. Would they remain focused in a noisy room? Would they sit still long enough to get a whole game in? My son’s a fidgeter, and he fiddles with everything, so I was more than a little skeptical. Would we drive our poor GM bonkers?

Most likely.

But, my kids wanted to go, and my husband wanted to go, and of course I wanted to go. So we went.

In the week leading up to RetroCon we decided to make new characters. We have plenty of PFS characters to choose from but my kids wanted to make some that actually matched the minis we own. My son picked out a snazzy little halfling mini and rolled up a gnome shifter to match it — with the new boar options from Wilderness Origins (more on Wilderness Origins in an upcoming blog post!). My daughter chose one of the only minis she personally owns and created a hunter (her first one!). Determined to make use of an adorable little badger mini she owns she selected one as her animal companion. Yes, you read that right. She finally made something that does not involve a rabbit! GASP! My husband made a dwarven warpriest of Cayden Cailean with a mini we picked up from the flea market this past summer. And I was determined to use of one of my painted minis — which means there aren’t many options! Haha. I’ve only painted minis once and, although I had intended to use the four minis I painted right away, none of them ever saw use. I hummed and hawed a bit until I picked up my wealthy looking noblewoman mini and I created an over-enthusiastic librarian who has spent her life reading about the world and was thrilled to finally go out and experience it.

RetroCon Team

We spent the morning packing and double checking our game time. My kids were practically bouncing off the walls in excitement (which is both a good and bad sign! Haha!). It’s a quick walk down the road, but the sidewalks are an icy, rough mess, so that slowed things down a bit. Luckily no one took a spill or got soaked. We had more than enough time to get settled and say some hellos before our GM arrived and the game got started.

Our GM was really great. He had my kids laughing a lot and was super patient. My kids weren’t the most attentive players, my son kept fixating on off-mission activities, and my son made some of the worst tactical decisions of his short PFS career. We probably drove the GM crazy. Haha. Anyway, my kids had a ton of fun. People were saved, villains were defeated, fish were thrown around, my daughter uttered the battle cry ‘nibble nibble,’ and my arcanist finally left the library.

And then we died.

Yup! Total party kill in the final fight. My kids were both in tears.

My son cheered up a bit when he won a special boon — he’s pretty sure he’s going to apply it to Fuzzzy (his forgetful wizard). My daughter didn’t win anything, but someone was walking around handing out bee folders which she assumed was a prize and happily  claimed. She seriously loves this folder. She’s been cooing over it all evening.

By the time we were packed up and on our way home both of my kids decided that — despite having to suffer through their first character death, first PFS character death, and first TPK all in the same afternoon — they had fun. By the time they got home they were already discussing their next characters and when we would get to play next. (I guess we’ll be attending another Game Day in the future). It turned out to be a good first convention for them — tears and all.

Jessica

Near death
We had a good start. The final boss went down quick! Unfortunately, his undead minion did not. A few rounds later and it was the only one still standing. 

Tails of Equestria: Plenty More Adventure

Tails of Equestria, a family friendly RPG based on the incredibly popular My Little Pony: Friendship is Magic, recently announced the release of two new adventures.

The Haunting of Equestria is the fourth adventure in the Tails of Equestria line. This spooky adventure is intended for characters between levels 5 and 10, and is the most difficult adventure they’ve published. Already out in the UK, this book is scheduled for release in North America in August.

Filly Sized Follys is the fifth adventure in the Tails of Equestria line though its release date is currently unannounced. This adventure contains three separate short adventures that focus on helping ponies in need and embracing the magic of friendship. The stories in this volume are intended for characters between levels 2 and 5.

My kids adore Tails of Equestria, and I’ve constantly been impressed with their well written, creative, enjoyable adventures. It’s a really great, high-quality kids RPG and we are thrilled to hear there’s more adventures coming this year.

For more information on Tails of Equestria check out this blog post, or read about our experiences playing through another Tails of Equestria adventure the Pet Predicament.

Jessica

Shackled City: Part Eight: Reunion

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

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

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

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

The Heroes

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

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

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

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

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

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

the team
The Team!

The Adventure

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

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

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

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

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

Kazmojen,

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

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

Don’t say I didn’t want you.

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

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

Which is awesome! No handout is ever under appreciated.

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

letter 1

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

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

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

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

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

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

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

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

lemure battle - malachite fortress - shackled city
Battling lemures.

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

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

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

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

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

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

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

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

The goblinoid voices sounded like they were arguing some more.

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

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

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

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

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

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

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

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

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

“Kryl? You’re still alive?”

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

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

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

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

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

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

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

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

“Lots of them or all of them?”

“Lots!” Rabbity exclaimed happily.

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

“All of them,” Falco corrected.

“Really?”

“Yes.”

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

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

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

“Welcome home!” Rabbity exclaimed

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

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

“This was great, Mom!” my son said.

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

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

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

“XP?”

Yes, you all get a level up.”

Cue the victory dance from my children.

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

Wish us luck!

Jessica

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

Behind the Screen

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

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

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

D&D Starter Set

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

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

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

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

Starter Set Dice
Dice from the D&D Starter Set

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

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

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

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

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

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

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

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

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

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

Until then,

Jessica

 

Shackled City: Part Seven: Bad Luck

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

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

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

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

The Heroes

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

Mick Frimfrocket is a gnome with dark blue skin, bright pink hair that stands straight up on his head, and light blue eyes with flecks of red around his pupils. He’s energetic, bold, and loves nothing more than a good laugh! Mick acts as the band’s pianist and creative director. He’s the driving force behind the band’s constant name changes, and over-the-top performances. Mick was born in 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!). Rabbity recently ‘befriended’ (she thinks) a vicious howler named Prickles. What could go wrong?!

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

Although that’s the last of our PCs, that’s not the last of our party. The members of Dinorabbit are also travelling with a half-orc janitor named Patch! 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.

gms needs - tea and dice
My favourite mug and dice! Dice are Pathfinder Iron Gods Dice Set by Q-Workshop. Mug is Critical Hit D20 Mug by ThinkGeek.

The Adventure

Leaving behind Patch to watch over the children, our eclectic crew of musicians headed  out onto a mysterious bridge, intent on saving as many people as they could. Falco casts a spell, sinding a trio or glowing orbs of light along the length of the bridge, then under it. The span was over thirty feet across, and below was a drop of nearly fifty feet into frigid, flowing water. They crossed in silence, finding themselves on a narrow landing. Ahead was a sturdy double door flanked by two massive statues of dwarven warriors. To both the left and the right the ledge continued, eventually ending at a smaller door. Unsure which way to go, Aeris approached the left doors.

Mick, followed by his stolen, unreliable, half-broken construct — whose primary job now was carrying sacks of loot — placed a hand on Aeris’ elbow. “Be careful of those statues. I have a bad feeling about this.

“I can put those fears to rest, I think,” Falco remarked grandly. Ruby, his colourful, demanding thrush sat perched upon his shoulder. He wove his hands around and cast another spell, causing his eyes to glow brightly. With his vision now capable of detecting magical auras he examined the statues. “They not animated constructs. No magical auras of any kind.” With a nod, he winked at Aeris. “You’ll be fine.”

“Unless they’re trapped,” Mick pointed out.

“Yes. Well, they’re not magically trapped,” Falco clarified.

“Maybe just the normal kind,” Mick worried.

Aeris sighed. “I can handle a few traps. Besides, we don’t have time for this.”  Aeris approached the far left door, looked around cautiously, and opened it.

No traps. Yet.

The door opened into a large guard post, with a set of stone bunkbeds, a table, and some chairs. Another two doors exited the room at the far side. Sleeping in two of the beds were a pair of hobgoblin guards. Two others sat at the table playing some kind of gambling game involving stones and a rough dice.

Aeris leapt into action, charging into the room and swinging her sword at the nearest hobgoblin. Unfortunately, she wasn’t fast enough! The hobgoblins shouted out a loud alarm, waking their sleeping brethren and surely alerting any other enemies nearby. Aware that the last time a hobgoblin shouted an alarm down here they ended up fighting wave after wave of guards, the members of Dinorabbit knew they had to end this quickly!

From outside the room, Rabbity smiled at Prickles. “You stay here, okay? I’ll go check it out.” Rabbity rode Panthy into the room, took a quick peek around, and urged Panthy up onto one of the stone bunkbed’s top beds. Prickles listened and stayed behind.

That’s where our good luck ended.

You see, this past session we had the worst luck. Absolutely, the worst. We constantly — all four of us — rolled critical misses. Yup! A whole lot of ones. And our enemies? Critical hits! SO many critical hits! Despite coming up against weaker enemies nearly the entire session, we barely survived. And you know what? We counted ourselves lucky! It was brutal! Haha.

Back in the guard room the hobgoblins launched into action. They found chinks in our armour, gaps in our defences, and took advantage of our distraction! In short, they dismantled us! And those two armoured hobgoblins? They scored a whopping three critical hits before Aeris and Falco brought them down. As for the two sleeping hobgoblins? They leapt out of bed, grabbed a weapon, and fought unarmored. We missed them over and over again until — finally — Rabbity got a streak of luck (really, it was a pair of average rolls, haha) and took down those two wily hobgoblins in one kinetic blast a piece.

Heavily wounded and more than a little discouraged, our heroes remained alert for further enemies. Thankfully none came.

malachite fortress - d20diaries - crop
The Malachite Fortress!

They took a moment to loot the room, heal what wounds they could, and then moved on. Through the other door they found some swords swinging right at their faces! Yup, there were enemies on the other side of that door, and they were more than prepared for our heroes! With crossed fingers we headed into battle…. only to face more bad luck! Two hobgoblin guards battled Aeris in tight quarters, while another hobgoblin — this one with only one arm — brought a burning hot iron near the face of a captive female human woman across the room.

Aeris tried to get into the room and past the hobgoblins — no luck! She tried to distract the one-armed torturer — no luck! She resorted to fighting her way past the hobgoblins — no luck! Curse their fine armour!

Really, it was curse my luck! I never rolled higher than a 2, and those were the good rolls! We’re a fan of using critical hit and miss cards in our sessions, so my constant 1s caused me to stab myself, exhaust myself, and lower my own AC due to clumsiness.

Perfect.

Aeris’ allies offered support from behind. Falco threw hexes to curse the enemies, Mick performed some inspiring music, and Rabbity… Well she didn’t help Aeris. Instead she shot kinetic blasts past Aeris, through the doorway, and past the guards, in an effort to hit the torturer in the back.

Which miraculously worked. It was our only good roll of the fight! Angry, the torturer turned and left the prisoner alone, turning his attention to… Aeris. Cause she was in the way. Haha.

As the battle raged on Aeris was forced to retreat, and the hobgoblins filtered into the next room. This exposed the weaker party members to melee combat, but it also allowed more of them to attack the hobgoblins. In the end the members of Dinorabbit won the fight, but only due to greater numbers. And an angry howler who bit a hobgoblin’s head right off!

My daughter was very proud of Prickles. Until he leaped into the fray like a maniac and started eating the hobgoblins alive. The others backed up in worry. But, it wasn’t until Prickles approached the chained up human that Rabbity started to get nervous….

With great effort and distractions she managed to get the howler under control. Aeris quickly freed the woman — whose name was Coryston Pike — and helped her out of the room. They chatted with the poor woman for a short time — turned out she was an ex-adventurer — then brought her out to Patch. They repositioned the half-orc and his charges a bit, and asked them to wait. Mick called over his construct and searched through his sacks of loot. He pulled out a shortbow, arrows, quiver, short sword, and leather armour, and gave it to the woman. With well-practised hands she strapped on her armour and gear.

In a final parting, Falco asked Coryston, “How many others prisoners are there?”

Coryston looked grim. “Not nearly enough. Plenty were sold.” After a moment of thought she added, “No more than ten.”

My kids and husband checked their list of missing persons then frowned. If they only found ten more, lots would go unaccounted for. Rabbity hoped her friend, Griffin, would be among them.

Continuing on they found the cell block. Cell after cell was empty. Finally, near the end, they found a few prisoners. The first was a man who had been beaten unconscious. The second was a young man named Deven Myrzal who was huddled in the corner of his cell, terrified they were hobgoblins coming to eat him — as they had promised they would. The next cell had an equally scared and despondent woman named Irruth Mercadi. Rabbity tried to convince the pair that they were safe, but the sight of Prickles did little to help her cause.

Meanwhile, Aeris freed one more. Jasper Drundlesput, an obsessed mathematician who grinned at the sight of her.

“Ah, the odds! The odds indeed! Not in my favour, were they? And look! Here we are. Such a small chance of rescue! And YOU! Such a small chance of success! Smaller even, yes!”

Aeris gave her head a shake and continue checking the cells, while Mick bonded with the gnome. My son thought he was amazing. Haha.

And the rest of the cells? Empty. There were less than ten prisoners.

My daughter freaked out for a bit. Her friend wasn’t here! Was he sold already? She sure hoped not!

Falco healed the unconscious man and learned that his name was Krylscar Endercott, an ex-guard. The boisterous fellow demanded some gear and insisted on helping them out. With a shrug Mick sifted through the gear and gave him some armour and weapons. Falco and Aeris led the freed prisoners back out to Patch. Thus prepared, they continued on… Finding nothing. It was a dead end.

Mick pointed at the bare walls. “Check for secret doors! This place LOVES secret doors.” After only a few minutes they found one. It led to a strange shaped room with another construct in it! This one had big hammers for hands. The construct reached up and pushed on a lever. There was a loud grinding sound, but they couldn’t see what had happened.

Mick tried to command the construct like he did his own! …And it didn’t work. The construct tried to smash in his head.

“New plan!” Mick shouted as he ducked the hammer blows. “Break it!”

Easier said than done! The battle was tough, and just as they thought they had finally won the fight, Rabbity felt something whack against her ears! She look behind her, but only found a wall. Every turned and stared at the wall suspiciously… A few seconds later they saw a metal hammer swing right through the wall at Rabbity again!

Half of the group was super confused, but Mick grinned. “Illusion!” With a laugh he added, “That’s really clever!”

“It’s horrible!” Rabbity shouted.

Luckily, this construct turned out to be the only fight of the day where we didn’t have horrible luck. We had average luck. Which was a huge relief! Heavily wounded but alive, the group took a break.

“We should rest somewhere,” Mick said.

But Rabbity shook her head. “No! There could be more people here! And if we wait they might get sold! Or DEAD!” She said ‘dead’ with such drama. It was adorable.

With a begrudging nod, Mick agreed. “You’re right. Let’s go.”

Exploring the room they found another illusory wall hiding another room and lever. Nothing else. Curiously, they pulled the levers. A pair of blocks slid out of the way and disappeared into the wall revealing two more cell blocks. With a cheer of excitement, Mick and Rabbity hurried in.

The cells were empty.

Every one.

With a sigh and some frowns the group continued on. In time they found another secret door. Aeris stepped inside and the floor fell out from under her feet.

“Pit trap!” my son shouted with a laugh.

Aeris took a maximum damage — surprising no one — and clambered out. After some further healing the group moved on. With nowhere left to go they did a little backtracking and checked out some other doors. Eventually they discovered Kazmojen’s bedroom — which was disgusting. It was filled with mounds of bones, gore, and plenty of gross furnishings. Prickles wandered in and sat in a mound of mold that was clearly his bed. Deciding to let him relax there for a bit the gang continued on and discovered a hidden treasure chamber filled with gems, coins, armour, weapons, a massive gong, and a trio of treasure chests. My kids were very suspicious of the chests. One was bound in iron, one looked like it had a mouth and was covered in blood, and the third had a fancy dagger on the lid.

mimic - shackled city - malachite fortress
More bad luck!

“Mimic!” My son exclaimed. “That one with a mouth is BOUND to be a mimic! I know it!”

Aeris approached closer. She discovered the dagger chest was trapped, the iron one was locked, and the mouth chest….

Not a mimic!

But the gong behind the chest was!

“AHHHH! I DID NOT EXPECT THE GONG!” my son exclaimed. “But I should count as right anyway!”

The gong-mimic slammed into Aeris, (with a critical hit!) wrapped her up, and chomped on her. She fought and struggled, but couldn’t escape. “It’s like glue!” she told her companions. “Don’t touch it!” As the mimic kept gnawing on her she gave up trying to escape and instead pulled out a dagger, trying to wound the beast as much as she could before she died. The group tried their best to battle the beast from afar, but the mimic surged forward and slammed into Falco next (with another critical hit!). With both of them being crushed by the sticky mimic, it was up to Mick and Rabbity to claim victory.

critical fail 2Oh, look! More critical fails from our heroes!

In the end the group barely pulled through with both Falco and Aeris a turn away from death. Whew! We were lucky to survive!

Deciding we’d had enough bad luck for the night, we packed up our dice, markers, and papers. Whatever surprises were left for us in the Malachite Fortress would have to wait for another time.

Until then,

Jessica

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

Behind the Screen

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

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

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