Paizo has partnered with Geek & Sundry to continue the popular Knights of Everflame live-play!
Pathfinder: Knights of Everflame is an eight episode series that premiered on July 30th and wrapped up on September 17th. Episodes air live on Geek & Sundry on Twitch with videos available on demand on the Geek & Sundry YouTube channel. The second season is set to film later this year.
Pathfinder: Knights of Everflame stars Jason Bulmahn, Game Designer for Paizo Inc., as Game Master. Jason is also the Game Master for Oblivion Oath, a Pathfinder Second Edition liveplay starring Paizo staff members that streams live every Thursday at noon Pacific on Paizo’s twitch stream. Joining Jason is an exciting cast of players, including Aki (@MxGiniInABottle), Erika Fermina (@astylepixie), Gina DeVivo (@PocketGina), Jeremy Steven Walker (@JWalkerScene), and Rachel Seeley (@sunnyseeley)!
It’s summer vacation here, so my kids and I are trying to fill our time with as much swimming and trips to the park as possible. They each set themselves a few goals this summer, so we’ve been working on that. My son wanted to learn about robotics and make himself a robot. My daughter wanted to learn how to sew, make herself a stuffed rabbit, and learn how to bake. My son has had a lot of fun checking out books from the library, and trying to put together a robot from a little kit. He’s discovered that making robots takes precision and attention to detail — both of which he’s decided to needs to practise. There were a lot of points where he noticed he’d done something backwards because he wasn’t paying close enough attention. Still, with some help he made himself a cute little spider robot that can motor around a bit. It drains the battery like CRAZY though, so he’s decided the next one needs a better power source. He wants me to teach him about solar panels, which I am not afraid to admit is not my forte. Sounds like another trip to the library is in order! Haha.
My daughter’s sewing and baking lessons are going better. I told her we would not have time to make a stuffed rabbit this summer, but I have been teaching her sewing safety and some basic stitches. She’s constantly looking around the house for socks and clothes with rips in them so she can mend them herself. It’s adorable. She always loves helping with baking, but this summer she wanted to make something (almost) all on her own. She’s made a few batches of cookies that turned out well. She adores watching Nailed It, Sugar Rush, and Zumbo’s Just Desserts on Netflix, so she was determined to enter a baking competition this summer. This past weekend she challenged some of our extended family to a bake-off for a family birthday party.
Everyone had to make a LEGO-themed cake. It had to include a bit of real LEGO on it somewhere, but otherwise, whatever you baked was up to you. She was positively thrilled everyone agreed, and set to work drawing cake plans. In the end she made a vanilla rainbow-chip cake with chocolate icing that she decorated to look like mud covered in grass. Then she stuck a big LEGO rabbit she built on top of it. My son baked a chocolate cake with chocolate icing that was in the middle of being demolished by LEGO construction workers, and I made a strawberry shortcake-style cake that was dyed inside to look like the cake was made of LEGO. So tasty. Other cakes were made to look like LEGO blocks, while my mother made a massive three-tiered cake covered with fondant work. Everyone had a great time and my kids were thrilled when some people voted their cakes the most creative, or tastiest. They really enjoyed tasting all the cakes and giving it their nit-picky judge’s remarks. They had a blast.
But, my kids aren’t the only ones with goals this summer. I’ve been working on not one, but four different freelancing assignments (currently top secret!), all of which are going really well. And of course, there’s the release of Pathfinder Second Edition! The game is highly intuitive, which makes it wonderfully easy to learn, but the Core Rulebook is a massive tome! It definitely takes a while to read through. Plus there’s the Bestiary, Hellknight Hill (Age of Ashes 1 of 6), The Fall of Plaguestone, and a whopping five Pathfinder Society Scenarios available already, which I’ve been trying to find the time to read.
We’ll be participating in an online gaming convention via play-by-post soon, which is hosted on Paizo’s message board. There’s a really welcoming community of people playing there, so if any of you are considering playing a game via play-by-post I highly recommend you sign up for the convention and give it a try. Play-by-post Gameday VIII begins on August 26th and runs until November 3rd. There’s still some room for players to join games, but there won’t be for long. For more information or to sign up for games, check out the announcement thread here! If you need guidance, assistance, or information about playing via play-by-post, stop by the Flaxseed Lodge, check out the helpful links at the top of the page, and make a post in the Discussion thread, letting everyone know what you need help with. There’s always people willing to lend a hand and help a new players get started.
Closer to home, this coming weekend my family and I will be attending Convocation, an annual Pathfinder and Starfinder Society convention in Winnipeg. We’ve signed up for a short demo game of Pathfinder 2e and PFS Scenario #10-16: What the Helms Hide on Saturday afternoon, followed by PFS #10-12: Breath of the Dragonskull on Sunday afternoon. Last time we played Pathfinder Society in person at a Con we all died a horrible death, so we’re hoping we have better luck this time! Haha. My kids are bringing some of their favourite characters, so wish us luck!
And after that…? My kids and I will be starting work on submissions for the upcoming issue of Wayfinder. For those of you who don’t know, Wayfinder is a digital magazine full of fan-created content for the Pathfinder Roleplaying Game or the Starfinder Roleplaying Game that releases each year at PaizoCon. Over the years they’ve made an astounding 19 issues of Wayfinder, as well as a Bestiary! Nearly every issue has a theme, with this latest one being Starfinder’s Absalom Station. This years topic is the Diaspora! Previous issues are all a free download on Paizo’s website. Everyone is welcome to submit an article to Wayfinder — a fact my children were thrilled to take advantage of last year — and I highly recommend any of you interested in getting into freelance RPG writing give it a shot. Just download a few back-issues, give them a read to see what kind of content they’re looking for, then head over to the Call for Submissions for full details. This year, my kids have decided to submit more than one article, so they’re already wracking their brains for ideas. My daughter, in particular, is thinking of more ways to include rabbits without actually being obvious about including more rabbits. This, of course, should surprise no one.
Well, I’ve got to run. My daughter is currently waving my new Core Rulebook at me, and mouthing the words ‘GOBLIN.’ Something tells me we’re making characters today…
Over a year ago my family started playing the Dead Suns Adventure Path by play-by-post. The hows and whys of our decision to play online instead of at a table in our own home, and why we started playing it in the first place, is something I’ve already written about. Suffice to say, time is a factor (it always is, isn’t it?). Time to play, time to prep, time we could be dedicating to other games or other things.
Life’s busy. But, my kids adore the Dead Suns Adventure Path. They love their characters, and have a blast playing them. So, due in no small part to the requests of both of my children, we’re finally bringing our Dead Suns campaign to a proper table! Which means, it’s time to talk Dead Suns…
Dead Suns is a six-part Adventure Path for the Starfinder Roleplaying Game that sees your PCs join the Starfinder Society, and race to gain control of an ancient super weapon before the undead Corpse Fleet or the terrifying Cult of the Devourer get their hands on it and lay waste to the galaxy! Dead Suns and its supplementary products include:
You can also check out the awesome trailer for Dead Suns below:
Dead Suns is the first campaign that was released for Starfinder, which means there’s a few kinks to iron out, particularly in regards to the difficulty of starship combat. It’s a fun, tough adventure, and my family is sure to have their hands full surviving to the end. There’s only three of them (four if we include my NPC), and my children don’t always make the most sound tactical decisions. To top it all off, my family did NOT make a balanced party AT ALL. But, you know what we did make? A goofy, group of weirdos that are a ton of fun to play.
So who are the heroes of our Dead Suns campaign?
So glad you asked!
At the centre of our team is my NPC T’Kesh. I know, I know. I’m the GM so why the heck is my character the heart of the team? For reasons I’ve already written about here! Haha. It makes sense, I swear!
T’Kesh is a red-scaled ikeshti (think of them as alien kobolds) from Akiton who, like most of her people, has a voracious appetite, a knack for surviving in the harshest of environments, and a willingness to stick pretty much anything in her mouth. She’s a hunter and a cook, and soon found she was exceptional at both. Like all ikeshti, life changed when she reached adulthood. Ikeshti who are in heat become incredibly aggressive, growing larger and angrier until they successfully mate and lay eggs. Those who cannot mate successfully turn into ravenous, violent monsters known as riveners. Luckily, T’Kesh found a mate and laid a clutch of eggs. Then, she and her mate fought to the death! (Which is absolutely normal behaviour for ikeshti parents. I blame the hormones…). TKesh won, which allowed her to become something known as a Congregant — a female ikeshti that is overcome with the need to ensure the success of her people as a whole. Not necessarily her individual eggs or young, but the whole of the ikeshti race. So T’Kesh set out to find a male brood-minder to tend to her eggs, dragged him back to her nest, and took off, heading for the nearest city. She marketed her talents at hunting and cooking, entering contests, competitions, and making home-made survival and cooking videos until she went viral. She bought herself a ship and convinced a local holo-vid station to let her have her own reality show: T’Kesh: Killer Chef! In the time since T’Kesh has travelled the Pact Worlds and beyond, surviving in harsh environments, hunting her own prey, and turning it into delicious gourmet meals. Whatever she doesn’t eat she turns into her own line of R2Es named after each episode of her show. T’Kesh: Killer Chef became a hit, allowing T’Kesh to send a hefty amount of credits back to her people.
T’Kesh is a bombastic, self-centred, resourceful ikeshti with a habit of narrating her exploits to the constantly filming video drones that follow her around. She fights with a survival knife, tactical pistol, and a sniper rifle. Mechanically, T’Kesh is an icon operative explorer that uses her surroundings to her advantage. She’s well-versed in a variety of physical, social, and survival skills, but knows next to nothing about technology.
While on Akiton T’Kesh met an SRO named Rabbot. Small in stature and rather slender, with a square squat base with large treads, a pole-like body, two stick-like arms, and two skinny antennae that stick up out of her head like the rabbit ears on an old tv, Rabbot is a bit of an enigma. She doesn’t talk about where she comes from, nor why she felt the need to work with T’Kesh. But, when T’Kesh was in need of a cinematographer for her hit show, Rabbot showed up for the job. In addition to working the cameras, Rabbot’s antennae function as a signal booster, and her torso can reconfigure itself into a small stove. Unknown to all but Rabbot, the little SRO has a hidden compartment in her forearm which contains a single, tiny, rabbit stuffed toy. Rabbot is very protective of her ‘baby’ and pets it when no one it looking. At all other times she denies its existence.
Rabbot is two and a half feet tall but can adjust her telescopic body and neck to be taller and shorter at will. Her treads allow her to be highly mobile, but make stairs and getting up onto high surfaces difficult. In such terrain Rabbot activates ‘jump mode’ which allows her to bounce up onto higher surfaces with ease and is likely the origin of her name. Rabbot has a robotic, monotone voice, and always begins every sentence with “Beep…. bop… rabbot…” making her seem rather serious and dim — which couldn’t be further from the truth! Rabbot is intelligent, cunning, and fond of telling jokes.
Mechanically, Rabbot is a roboticist operative with the ghost specialization. She’s prone to quickly building barricades for cover and protection, before slinking off to another location entirely without anyone noticing. She’s exceptionally good at acrobatics, disguise, stealth, and sleight of hand, and is a fair judge of character. She’s a solid pilot and engineer with a preference for tinkering with mechanical devices over computers. Rabbot fights with an azimuth laser pistol and is my seven-year old daughter’s character.
My daughter is the driving force behind us playing Dead Suns in the first place, and finally bringing it to the table. Her absolute love for Rabbot and her companions, and passion for the game is absolutely astounding to see in one so young. She’s thrilled to share Rabbot with all of you!
The next person to join the T’Kesh: Killer Chef crew was Nubb, a snot-nosed goblin with a habit of sticking everything in his mouth. Yes, everything. Once experimented on by unknown parties, Nubb has an advanced AI installed in his brain which makes him exceptionally intelligent and good with technology. Of course, Nubb himself is exceptionally dumb, even by goblin standards, which makes the Nubb of today a strange mix of reckless stupidity, wanton destruction, and computer genius, mixed with bouts of astounding brilliance. Interfacing with his AI through a series of holographic screens transmitted directly to his eyes, Nubb is often seen poking randomly at the air and talking to himself, going through the motions of touching screens only he can see. Nubb works as T’Kesh’s editor, prepping the footage into episodes of her show, and transmitting them to the show’s producers back on Akiton.
Mechanically, Nubb is a cyberborn operative with the hacker specialization. He’s nimble, smart (most of the time), and a whiz with technology of all kinds. He fights with a survival knife, needler pistol, and a laser pistol, but the majority of his wealth is invested in the AI and computer installed in his brain. Nubb is my husband’s character and the resident trapfinder, disabler, and hacker.
Finally, we have Skitt. Skitt is a super helpful yellow skittermander that desperately misses the little ‘tummy mouth’ he was born with. It was so helpful for eating! And Skitt LOVES eating. Eventually he had a new one made and installed as an augmentation, which he thinks is really neat. Skitt met the crew of T’Kesh: Killer Chef on Vesk-6 and, after hearing the word ‘chef’ Skitt couldn’t help but offer them his friendly services! T’Kesh told him to get lost — over and over again — but Skitt was always good with people! So he cast charm person and her and she didn’t complain anymore. …For a few days, at least! And so Skitt became a member of the crew! He works cameras (usually accidentally filming his feet) and helps with dialogue (which usually results in scenes having to be reshot). T’Kesh fires him at least once a week, but his magic-friend-making-smiley-spell always fixes that up real quick! Despite the many ways that Skitt messes everything up, he is friendly, helpful, enthusiastic, and cheery, making him the cheerleader and emotional heart of the group. He loves to sing and dance, and can even talk to animals — a trait which T’Kesh occasionally makes use of on her hunts.
Mechanically, Skitt is a priest mystic who worships Weydan, god of discovery, exploration, and freedom. He has the xenodruid connection and knowledge of a variety of living things. His favourite spells are charm person, life bubble, and mystic cure, while his favourite zero-level spells are ghost sound, stabilize, telekinetic projectile, and token spell. Although Skitt carries a survival knife and a laser pistol, he much prefers to use telekinetic projectile to throw things around with his mind — always being sure to point his many hands at his enemies like guns and shout ‘PEW PEW PEW!’ at them. Skitt is my eight-year-old son’s character.
Yes, you read that right. My family of four made three operatives for an adventure path. All the characters are small and dextrous, and none of them are physically strong. Far from a balanced party, I know. But, you know what we’re good at? Skills! Haha.
The Dead Suns Adventure Path begins with Incident at Absalom Station. The PCs have just arrived on the station to meet with a dwarf by the name of Durovar Kreel, who is supposed to be their contact in the Starfinder Society. Unfortunately, he dies in the first scene and it’s up to the PCs to work with the Starfinder Society to solve his murder. This leads the PCs to joining the Starfinder Society, and sets in motion a series of events that will take them farther and farther away from their home in order to save the Pact Worlds.
When my family started playing this adventure path we were already playing in the Starfinder Society, and didn’t want our AP characters to be doing the same thing. So, we decided to make a few changes. Although the AP itself and its characters would remain the same, the organization we work for would have a different name and purpose. It’s name?
That’s a story for another time!
We’ll be back later this week with our first campaign update for Dead Suns: Busted Up Dreams! See you then!
Established in 2007, Free RPG Day works with participating hobby game retailers and RPG publishers to bring new and exclusive RPG products and adventures into the hands of gamers worldwide. Fans can grab brand new material for a variety of RPGS for free by stopping by their local participating game and hobby shop.
Last year my family had a ton of fun with Free RPG Day, particularly with Paizo’s two releases: Skitter Shot, a first level Starfinder adventure featuring a crew of excitable skittermanders, and We Be 5uper Goblins, a hilarious sixth level Pathfinder adventure featuring some infamous goblin heroes on their most epic and amazing adventure yet! For those of you who missed FREE RPG Day 2018, both modules are available as a free download on Paizo’s website, or as a physical copy for five dollars.
This year Free RPG Day was held on June 15, 2019, with Paizo’s free downloads of the PDFs being available on July 1, 2019.
My husband, my children and I headed out for a trip to our local game shop. There’s a few places you can go in Winnipeg for RPG products, but our shop of choice is Game Knight Games and Cool Stuff. It’s a bit of a trek to get there, two buses and at least an hour and a half of travel time for us, but it has a great selection of RPGs, board games, miniatures, and collectible card games. They also have a spacious game space. It’s a wonderful store. The buses were accommodating, and we made good time. In no time at all we headed inside and perused the goodies on offer. There was quite a selection!
There were two products we knew we wanted to bring home with us: Skitter Crash, a third level Starfinder adventure featuring skittermanders, and We Be Heroes? a Pathfinder Playtest adventure for first level goblins. My seven-year old daughter immediately scampered over to the table and swept up Skitter Crash, while my son grabbed We Be Heroes? This left my husband and I a bevy of books to browse. In the end, my husband settled on The Witcher Easy Mode: An Introductory Booklet to the Witcher TRPG, and I scooped up Modern Age Threefold Quickstart.
The Witcher Easy Mode: An Introductory Booklet to the Witcher TRPG is just that –– an easy introduction to The Witcher TRPG. 30 pages in length it includes rules, six pre-generated characters and a short adventure called Still Waters.
Modern AGE Threefold Quickstart is an easy to understand gateway to the Modern AGE RPG that comes with streamlined rules, reference sheets, five pre-generated characters, and an introductory adventure called Burning Brighter. It’s 40 pages long and has a lot of nice art inside.
We Be Heroes? is an adventure we knew we wanted to bring home with us. It’s a Pathfinder Playtest adventure, using the final version of the Playtest rules. We Be Heroes? is a first level adventure written by Brian Duckwitz which continues the tradition of the super popular We Be Goblins series (We Be Goblins!, We Be Goblins Too!, We Be Goblins Free!, We B4 Goblins!, and We Be 5uper Goblins!). However, this adventure features a whole new team of goblin adventurers who are set to take on the minions of the Whispering Tyrant! (And zombie pigs?!) Driven by hunger and the orders of their chief, the goblins of the Crookedtoes tribe are tasked with finding out why all the animals in the forest have fled the region, and what happened to the tribe’s best scout. They get to meet up with some heroic knights, explore a wrecked farmhouse, and… be heroes! We absolutely adored reading this adventure and intend to play it soon — although whether we’ll play it as a Playtest adventure, switch it over to Pathfinder First Edition so we can play it right away, or wait for August and switch it over to Pathfinder Second Edition rules remains to be seen. Either way, we’re going to have a blast with it. If you didn’t get your hands on this amazing product, don’t worry. You’ll be able to download it for free on Paizo’s website in two weeks or so.
Finally, there’s my personal favourite… Our skittermander heroes from Skitter Shot are set to continue their adventures in Skitter Crash! Written by Jason Keeley, this is a third level Starfinder module that sees our skittermander heroes crash their ship on a mysterious swampy planet after a run in with space pirates and an interstellar cyclone! They’ll need to find their ship, deal with the space pirates, and (of course!) make some nu-friends! The adventure was a lot of fun. So fun, in fact, that we played it today at our local gaming store with a wonderful GM (you’re awesome, Wil!) and another player new to RPGs (I hope you had fun, Robin!).
This adventure is a BLAST. I highly recommend it.
I hope a lot of you got out to Free RPG Day! If you did, I’d love to hear what kind of products you got your hands on, and what you thought of them.
The Dead Suns Pawn Collection contains over a hundred pawns that include allies, enemies, monsters, and starships. The minis in this set are highly versatile, and definitely going to see some heavy use even after the campaign is over.
There’s a lot of awesome pawns in this collection, so narrowing down our favourites was tricky! Our favourite medium figures are the dwarf, Durovar Kreel, and the Downside Kings thugs. Both are incredibly versatile, easy to use, and look awesome. Our favourite large pawns are the whiskered renkroda, Ilthisarian, Gatecrasher, and scavenger slime. Why? They look like nothing else I own. Of the big pawns, I like the sky fisher a lot, while for ships I like the Crypt Warden, a ‘Batplane’-like Eoxian ship, and the Barrow Catacomb, which looks fierce!
Now, I know what you’re thinking. Why Dead Suns? It’s been out a while now. Surely I’d rather have Against the Aeon Throne or Alien Archive 2?
Our story begins back when Starfinder was new… The rulebook had just hit my hands and I was scouring it for character concepts and cool locations to adventure in. ‘Eww, bugs!’ I thought, ‘NOT playing a shirren.’ (My, how the tables have turned! I love those fellas!). I was excited to check out the first Adventure Path and see what the Starfinder Society would look like. So imagine my surprise when I realized the first adventure path would feature the Starfinder Society. Why would I want to adventure with them when I’m going to get a ton of that in the Starfinder Society? In short, I didn’t. A little disappointed I gave Dead Suns a cursory glance and decided to jump into the Starfinder Society with both feet.
It wasn’t a mistake. I adore the Starfinder Society, both it’s structure, low price point, and exciting adventures. 100% huge fan. But, later down the line when I was getting into the world of play-by-post gaming I was looking for some fun Starfinder games to join –– I was up to date with all the SFS scenarios at the time –– when I stumbled across a recruitment for the Dead Suns Adventure Path. I created a character, applied, and was accepted. We had some rough patches at first. Players arguing and some drop-outs. But the GM crafted a really detailed world for us to adventure in, and it showed. Unfortunately, we played together only a few months before the GM stopped posting, and my glitching, emotionless, android mechanic hung up her adventuring shoes. I was disappointed, of course. But, I was also hooked.
I loved Dead Suns.
So, a short while later, when my brother asked if I’d let him practise GMing a one-shot of Starfinder I hopped at the chance. I offered him one of my SFS scenarios to practise on, but he declined. He owned the first volume of Dead Suns and wanted to give it a shot.
I spent a solid week planning my character. There would only be myself and an NPC run by my brother, and we would only have a single afternoon to play together (while our kids ran around my house causing havoc), so it needed to be something easy to play, and have a personality or background I could capitalize on quickly. Something fun! Something crazy! With a race I couldn’t use in SFS.
I decided to make an ikeshti congregant who left Akiton to make her fortune. She could send her money back home to support her people and adventure for both excitement and coin. Simple motivations that would let her hop into the action. So how, exactly, would she make her fortune? Reality TV! My ikeshti, named T’kesh, would be a reality star known for hunting down exotic prey, cooking it, and eating it. Everything she didn’t eat she would craft into her own line of R2Es named after the episodes and dishes she created! She was a hunter, chef, and daredevil! I decided to call her show ‘T’Kesh: Killer Chef!’ I made her an operative with the explorer specialization. She fought with a knife, tactical pistol, and sniper rifle.
When I told my brother he laughed and decided to create his character to be her cameraman. A mystic lashunta who dreams of creating award winning documentaries, the poor guy was stuck filming my crazed ikeshti’s absurd hunting-cooking show.
Thus prepared we sat down to play. We only got a few minutes into the session before my daughter stuck her head up to the table. She was six at the time, and had only learned how to play Starfinder a week or two before. “Can I play, Uncle?” she asked.
“…Uh…. No, I don’t think so. I don’t have time to help you play today.”
My daughter gave him a pouty scowl and stayed there, stubbornly perched at the edge of the table with her eyes and nose just barely above the tabletop.
Soon the first fight broke out. “Can I at least roll something?” My daughter asked. “I can count, you know.”
My brother said no again, but I’m a sucker for including kids in RPGs. “Oh, let her roll something. She can grab a mini from your bucket and act like a bystander. You use an enemy stat block and she’ll just move and roll. It’ll be fine.”
My brother relented and my daughter peeked into the mini bucket. She found little droid mini from the Star Wars RPG and plopped it on the table. “This is Rabbot!” she announced grandly. “I am an SRO operative with the ghost thing! I will sneak around really quiet like a bunny! I have antenna on my head, and they look sort of like skinny rabbit ears! Also, I am your second cameraman! My eyes record pictures and sound like a camera and my tummy can turn into a stove.” She moved her mini onto the board. “Beep… bop… rabbot… Oh no…. what is with this… fighting…”
When it was her first turn she looked at the board and then looked up at my brother. “Does rabbot have a tactical pistol or an ‘az-ma’ laser pistol? I hope it is a laser one. They shoot way further.”
“Uh… sure. Laser pistol.”
“YAY!” she moved her mini around behind some cover then snuck up on top of a crate. “Trick attack with stealth!” she yelled, rolling her dice. Then she did her best robot voice. “Beep… bop… rabbot… eat this…” She fired her laser pistol, scored a critical hit, and spent the rest of the fight being an absolute rockstar. She was focused, remembered all her rules, and spontaneously created an adorable, thoroughly entertaining character.
When the game was done my brother left and my daughter grinned, “When do we play next, Mom?”
“We don’t,” I told her. “Sorry, baby. We were just playing Dead Suns that one time.”
“But, Rabbot is the coolest.” She gave me a pouty face then added in her best robot voice, “Beep… bop… rabbot… don’t let me… die…” She stuck out her tongue and closed her eyes, making a very silly ‘dead face.’
We didn’t have time to play another game at the table, so I had to say no. But, weeks passed, then months, and she never lost interest. Eventually, I buckled. Sort of. I told her we could all make characters and try Dead Suns out as a play-by-post. But, it would be up to all of us to take the time to write out our turns. She was absolutely thrilled and forced everyone in the house to get characters made. She insisted I keep T’Kesh, of course, and that she would play Rabbot. My son made a skittermander mystic with the xenodruid connection. He named him Skitt and decided that he tried to be a helpful cameraman too, but he was horrible! In fact, the only reason T’Kesh allowed Skitt on her team was through Skitt’s heavy use of charm person spells. Also, he could talk to animals. My husband gave it some thought and ended up making a space goblin operative with a supercomputer implanted in his brain. He named him Nubb, and decided he could act as an editor for T’Kesh: Killer Chef!
Yes, we had a mystic and a whopping three operatives. SUCH a balanced team (not). Surely this would turn out great…
We didn’t always have the time to post in our Dead Suns campaign, but we never stopped playing it. Just this month both of my kids insisted that their Dead Suns characters were their very favourites and they really wanted to bring Dead Suns to the table. So, we did some shuffling and carved out some time. Dead Suns would enter out weekly game rotation.
I didn’t need to pick up the Dead Suns Pawn Collection. A lot of the minis I already have from the Core Rulebook, Pact Worlds, and Alien Archive could cover what I needed. But, my kids really love Dead Suns, and I wanted to make it special.
Plus, did I mention I love Pawn Collections? What better excuse could I have to pick them up!? Haha.
Minis in hand and statistics transferred to proper character sheets, we’re ready to bring this game to life.
My daughter couldn’t be happier. This morning she looked at me with her big brown eyes and gave me a giant hug. “Thanks for not letting Rabbot die, Mom.”
But, what’s inside Wayfinder #19? A lot! At around 72 pages for each issue, that’s a lot of free stuff! The articles inside offer new aliens, themes, equipment, and starships. In addition to player options, there’s plenty for GMs with adventure ideas, plot hooks, characters that can be used as allies or enemies, unique NPCs, and even a short adventure. Both players and GMs can make use of a ton of locations, personalities and gazetteers that are described throughout. To round things out there’s also songs, poetry, and fiction. And let’s not forget the awesome art!
Over eighty people contributed to this fanzine, from authors and artists, to directors and editors. My kids and I were both surprised and honoured to be among them this year. I submitted a ‘Weal or Woe’ article entitled ‘Victims of the Vat Gardens,’ as well as two themes, ‘Ghost Level Delver’ and ‘Scrounger.’ My seven year old daughter submitted ‘Galactic Rabbits’ and their smaller counterparts ‘Galactic Bunnies’ to the Alien Archive, while my eight year old son submitted ‘Radioactive Robots.’ Both of my kids have been showing off their creations to their teachers and friends at school, which proved rather difficult. First they had to explain what Starfinder and Wayfinder are. Haha. We’re all very proud. Their favourite part? Getting to see the wonderful art that was created for their monsters!
There was a lot that I loved inside Wayfinder #19. From player options and monsters, to fun locations and fiction, everything was really well done. My favourite player options were the many themes available, particularly the ‘Guttersnipe,’ ‘Laborer,’ and ‘Eyeswide Aspirant.’ I really enjoyed an article on the goblin hero-gods entitled ‘Blessings of the Barghest‘ by Joshua Hennington, with awesome art by Tyler Clark. There’s some really creative cortex options for mechanics written by Nicholas Flitter, which is sure to be a fan favourite. It’s accompanying art is by Paul Chapman.
If it’s gear you’re interested in, be sure to check out the ‘gloves of experience’ and ‘detective’s duster,’ magic items by Jonathan Hendricks. There’s also some snazzy new weapon properties, fast draw and low-velocity, by Adam Kessler and Nicholas Hite.
Starships. Some people love them and some people hate them. Most fall somewhere in between. Whatever your preferences I highly recommend you check out an advice article entitled ‘Making the Best of Starship Combat.’ The GM Guide, written by Hilary Moon Murphy, and the Player’s Guide, written by Brett Indrelee, are packed full of helpful advice for running and engaging in starship combat. This article alone is worth the effort of downloading the fanzine. It’s really great work. For those of you interested in more mechanical options, you’ll find many starships in this book, as well as crews and personalities to man them, and new build options. I particularly enjoyed an article on ‘Iceforged Ships’ by John Laffan with art by Beatrice Pelagatti. (You know you want to bring Winter Witches into space!)
There are a lot of cool new creatures inside Wayfinder #19, but my favourites (other than those my kids made!) turned out to be the trashbot, a CR 1 robot made of scrap, and the gelatinous z-sphere, a CR 3 ooze that can zip around even in zero-g. Oh, your poor low-level players!
My favourite campaign inspiration was an adventure seed entitled ‘The Show Must Go On,’ which was written by K. M. B. Kovalcik and features art by Todd Westcott. It involves skittermander pop stars who are in need of some help if they’re going to get to their performance on time. I also adored the many articles on Absalom Station itself, particularly ‘Ollie’s Option Bar‘ by Hilary Moon Murphy, and ‘Urban Myths of Absalom Station‘ by Alex Riggs.
Want less inspiration and more adventure? Check out ‘The Disappearance of Sector G17‘ by Paris Crenshaw, an adventure for 4–6 4th-level characters that tasks the PCs with tracking down an entire missing sector of the Spike. This adventure features art by Tanyaporn Sangsnit and maps by Alex Moore.
I hope you’ve enjoyed checking out the contents of the latest Wayfinder with me. If you happen to have contributed to it: Thanks! And if you’re thinking of applying for the next issue: I wish you the best of luck!
Update: The topic for the next Wayfinder Fanzine is Starfinder: The Diaspora! Stay tuned for more information.
They’re obsessively browsing the Dwarven Forge website, and watching their many youtube videos. My son takes every opportunity to bring it up, attempting to convince me I should buy him some for his birthday, or for my birthday, or maybe my husband’s Christmas gift.
So when my son asked if he could download the free Dungeon of Doom Adventure a while back, I let him. And when he asked me over and over if I had read it yet, I pushed it up a little higher on my to-read list.
You see, I like Dwarven Forge, but when it comes to adventures, I tend to prefer a sweeping story over a classic dungeon. And the Dungeon of Doom adventure? Seemed like one big deadly dungeon.
Which it is. But, turns out, it’s also awesome! Haha.
I finally got around to reading the adventure and was pleasantly surprised. Every encounter area is well planned, well executed, and exceptionally creative –– all things I expect from Dwarven Forge. There’s some basic plot hooks to get the adventure moving, but not much else. On the surface, at least. There’s much more going on in this dungeon delve than anticipated, as the PCs will uncover as they adventure.
If they survive.
Dungeon of Doom is packed full of layered, multi-stage traps and puzzles that work to create a deadly challenge for the PCs. It’s smart, clever, and surprisingly funny! There’s a wide array of NPCs you can meet and interact with in the dungeon, from ghostly spirits, to chatty gargoyles and, my personal favourite, a talking door. The PCs have plenty of secrets and history to uncover through their exploration, and a lot of powerful treasure to claim. But, as previously mentioned, this is definitely a deadly dungeon! For starters, the dungeon itself drains your PCs life force, making taking a long rest impossible. PCs will need to complete the entire dungeon with relative speed or they’ll run out of resources. In addition, characters that die have their souls trapped within the dungeon and rise as an undead spirit known as a maerghast. Not a desirable end! Along the way the PCs will need to collect magical artifacts known as glyphstones, which are powerful semi-intelligent artifacts which affect the PCs personality and behaviour, but grants them potent magical powers –– some of which can allow players to heal or gain the effects of taking a long rest. But, the greatest challenge is definitely the dungeon itself. As I previously mentioned the encounter rooms are packed full of well-utilized, challenging puzzles and traps which I absolutely adored. It’s deadly, but a lot of fun.
The Dungeon of Doom Adventure is a free download here, and is intended for characters between the levels of 1 and 10. Each challenge is written for three difficulty levels, based on your party’s APL (average party level). APL 1–4, APL 5–7, and APL 8–10, with the variable numbers (DCs, Damage, and so on) separated by a slash. For example DC 12/14/16 or 1d8/2d8/3d8 damage. It’s easy to understand and efficient. Monsters are instead listed on a chart, with the composition of each encounter being determined by your party’s APL. Level 1 parties might face off against a quasit while a level 10 party might face a nalfeshnee in the same location. The adventure is written for 5e Dungeons and Dragons, but has rules in the back for running it for the Pathfinder RPG (which is awesome!). Those of you interested in investing in Dwarven Forge’s Dungeon of Doom products can buy the pieces needed to make the Dungeon of Doom on a room by room basis on their website, while the adventure contains detailed build guides to show you how to set it all up. You can also watch Dungeon of Doom played or see a run-down of the rooms on youtube.
Dungeon of Doom is a deviously deadly dungeon full of interesting puzzles and traps, perfectly suited to challenge players of a variety of levels. I found it absolutely inspiring! I highly recommend you give it read!
Like its counterpart the Starfinder Critical Fumble Deck is the size and shape of a deck of playing cards. It retails for around $10.99 USD (or around $15 Canadian dollars). There’s a space goblin with a shattered d20 on the box and card backs, with some product information on the back of the box.
The cards inside are high quality and easy to read with a colour scheme matching the Starfinder Core Rulebook and the Critical Hit Deck. There’s fifty-five cards inside. One contains product information, the open game license, and cites Owen K.C. Stephens as the author and Taylor Fischer as the illustrator. The second card lists the rules of using the Critical Fumble Deck. And the other 53 cards are Critical Fumble Cards.
All of the cards follow a specific set of rules laid out on the rules card. You’ll also need to decide ahead of time how to use the Critical Fumble Deck. There’s three methods presented although its suggested you use the first, which sees critical fumbles occur rarely. I prefer to get a lot of use out of my cards, though, so we use the third option in my house: a natural one is a critical fumble if is also misses the targets AC.
The cards themselves work just like the Critical Hit Deck. When you roll a critical fumble you draw a card. Each card has four different critical fumble effects. One for energy attacks, one for kinetic attacks, and one for spell attacks. The fourth critical fumble effect is an ‘extreme blow’ and lists a single specific damage type (such as bludgeoning or fire). You simply read the card, select the critical fumble effect that matches your damage type, and carry out the effect listed. If you happen to deal the exact same type of damage as the extreme blow you use that critical fumble instead.
There’s lots of entertaining critical fumble effects. Some of my favourite effects include burn out (energy), look at the pretty colours (energy), unscheduled dance-off (energy), so much blood (kinetic), spectacularly stubbed toe (kinetic), caster’s block (magic), not what I meant to do (extreme grenade), sword in the stone (extreme melee), and nailed in place (extreme piercing).
Got a favourite critical fumble card? Let us know in the comments!
Against the Aeon Throne is a shorter campaign than most. Typically six books in length, this Adventure Path is only three. It’s a great change of pace that will allow the folks at Starfinder to tell shorter, more personal stories. In addition, this three part length makes it easier to purchase and play through an entire adventure path. It’s awesome for gift giving and the budget conscious! Six books is a huge investment, but three? Well, that’s a lot more manageable for those of us without much extra cash laying around. On the other hand, with the three book format I feel like I blinked and the whole adventure path was over. I didn’t get my hands on the first book until the third came out and I missed the Signal of Screams Adventure Path completely. In general, it’s both easier to collect and easier to miss. Although I enjoy the three book format, I also enjoy the six book format, so I hope they continue to rotate between the campaign lengths.
So what exactly is Against the Aeon Throne: The Rune Drive Gambit all about? In previous adventures, the PCs defeated an Azlanti military force that had annexed the small colony of Madelon’s Landing on the planet of Nakondis. But saving the fledgeling colony was just the beginning. The PCs discovered that an experimental starship engine and their friend, the android Cedona, were transported off of Nakondis and back to the Azlanti Star Empire. Giving chase the PCs made some allies and rescued Cedona. All that’s left is to find the experimental starship engine, steal it or destroy it, and escape with their lives. Along the way they’ll fight Aeon Guard soldiers, rescue captive scientists, and face off against the man responsible for sending troops to Nakondis in the first place! No problem! …Right?
Now, let me take a moment to be clear. The Azlanti Star Empire is a pack of giant, pompous, jerks. They’re great villains for the PCs to clash with, but an overwhelming opponent. This adventure path does not send your PCs off to take down the entire Azlanti Star Empire. It’s much smaller in scale than that. And frankly? I love it. It lends a sense of suspense to the series and makes it feel like you’re playing real people in a living breathing world universe doing what they can, rather than heroes so powerful they change the whole world universe. It’s a wonderful change of pace and scope. It’s got a very Firefly / Star Wars feel to it.
But, before we get into that too much, let’s take a look at the book itself. Starfinder Adventure Path #9: The Rune Drive Gambit (Against the Aeon Throne 3 of 3) is a softcover adventure written by Larry Wilhelm that is 63 pages in length. It’s intended to take players from level five to level seven. The adventure itself is around 39 pages long, and split into three main parts: With Friends Like These, in which the players upgrade their ship and figure out where the heck they’re going; Within Enemy Territory, in which the players travel to and explore the upper levels of a secret research facility located in an asteroid; and Scientific Theories, in which the players finish exploring the research facility, track down the rune drive, and decide what to do with it. After the adventure there’s six pages of ideas on how to continue the campaign after it’s conclusion, with eight short ideas, and two detailed ideas that include a stat block or two. After that there’s an eight page primer on the Stewards, including two character archetypes. There’s seven new creatures in the Alien Archive, and a short Codex of Worlds article on New Thespera, heart of the Azlanti Star Empire. Lastly, the inside front and back covers feature information and a layout for a tier 5 starship: the Vanguard Regnant.
My favourite parts of this adventure are the layout, enemy tactics, and defences of the research facility, and the NPCs you unexpectedly discover along the way.
Before we continue with a more in depth look at the book, let me point out: there will be SPOILERS.
You have been warned.
For starters, I love the look of this book. I like the colours and the layout. The text inside is easy to read and the colours are easy on the eyes. The cover art is wonderful. It showcases Sardat Zolan Ulivestra, an Azlanti nobleman and enemy of the PCs, as drawn by Anna Christenson. Behind him is an awesome image of Obozaya (the iconic vesk soldier) and Quig (the iconic ysoki mechanic) fighting off Azlanti soldiers.
The starship showcased on the inside covers is a Vanguard Regnant. This tier 5 small light freighter is destined to be the final (or second last) enemy the PCs face in this campaign. It’s a well-built luxury ship that’s fast and maneuverable, but still packs a punch. I particularly like the ship layout.
After that we hop right into the adventure itself. This adventure starts in Outpost Zed where the PCs (and Cedona) will need to get their ship upgraded by their friend Hasshachir, who they met in the previous adventure. While they wait they’ll run into trouble, which will ultimately provide the PCs with the clues they need to determine their next destination. We won’t talk about these events any further, as it would ruin the surprise for those of us reading this who ignored my spoiler warning. (You know who you are! Haha). What I will say, is that I enjoyed this section of the adventure.
Which brings us to part two of the adventure: Within Enemy Territory. In this section PCs will need to travel to Aurelos, the secret laboratory the rune drive was taken to, find a way inside, and explore the upper levels. Along the way they’ll have to take on the base’s defences and protectors. As previous mentioned, I was really impressed with the layout of the Aurelos base, both the upper levels featured in this section, and the lower levels featured in the next part of the adventure. It’s functional and easily defensible, and is populated with enemies who know how to use their surroundings. There’s a few complications and other defences to round out these encounters, and an enemy is introduced that I rather enjoyed.
Which brings us to part three: Scientific Theories. In this section the PCs finish their exploration of Aurelos, fighting off further enemies and surmounting further challenges. Along the way they’ll have the chance to meet quite a few NPCs (potential friends and enemies), question scientists, explore science labs, and try to figure out what the heck the rune drive is and why it’s so important. Then they’ll have to figure out what to do with it and attempt to make their escape. They’ll face off against the mastermind of this whole debacle, Sardat Zolan Ulivestra, alongside some of his loyal (or not so loyal, depending upon your PCs actions) minions. Finally, they’ll have to engage in a starship battle to make their escape!
Part Three is fun, dynamic, and exciting, with plenty of people to interact with, challenging encounters, and a dilemma or two. I really enjoyed Evandrian, an Aeon Guard the PCs are destined to combat multiple times, and the Sardat’s statistics and tactics. He’s the perfect mix of pompous and skilled. I think PCs are going to really hate him. Haha. He’s a great villain. Finally, I like that some of the encounters in this section are open ended. There’s more than one potential outcome, and the choice ultimately rests in the hands of the PCs, either knowingly or through their actions. On the other hand, Part Three is also where I have some issues. There’s really only one thing to do with the rune drive. It’s cool, and it makes sense, but there’s clearly no real alternatives to the option presented. Which is unfortunate. Also, that option? Wow, it’s… complex? It’s logical, both in terms of the story and in terms of Pact Worlds implications. But I was also left wondering why it also does… some other stuff that seems tacked on. Cool stuff! But odd. I’m being vague, I know, but you’ll understand when you read it. Haha.
Which brings us to the end of The Rune Drive Gambit and the Against the Aeon Throne Adventure Path. But, that’s not the end of the book. Up next, as previously mentioned, is a lot of ideas for how to continue the campaign. There’s eight minor ideas here, some of which will lead to short adventures, and others which could form the basis of long, epic campaigns. I know my family will want to head back to Nakondis to help out the colony there, so it’s nice to see a few options that deal with the Madelon’s Landing. Other ideas involve the Stewards, the Azlanti Star Empire, and even transitioning into the Signal of Screams Adventure Path (definitely not the option my family will be using, but it’s nice to see it in print). There’s also two longer campaign ideas. One is a direct continuation, which makes a lot of sense, and I’m very likely to make use of. The other is both awesome and out there! I love it! But, it’s way too confusing to run with my kids (which is who I’m currently running through Against the Aeon Throne). If any of you make use of Kellixtrian I’d love to hear about it.
Following this is an eight page primer on the Stewards. Basically the peace-keeping force of the Pact Worlds, the Stewards are warrior diplomats that are organized into four main branches and run by a Director-General. The branches are Constabulary (the police force), Ops (the spies), Overwatch (the starship fleet), and Conclave of Legates (veterans who act as a council and advisory board). This section describes the Stewards origins, history, structure, leadership, purpose, bases, training regimen, and interests. It also presents two new archetypes, the Stewards infiltrator (an ops agent) and Stewards stalwart (self-sufficient agents that often work alone). Both of the archetypes are useful and very cool! I’m really glad the Stewards are getting some attention, as they are a powerful organization that can be utilized and interacted with in a wide variety of campaigns. They’re very usable.
The Alien Archive is up next, which is always one of my favourite sections of an Adventure Path. It contains seven new creatures, three of which are featured in the adventure itself. The creatures include: power archon, a CR 5 outsider tasked with destroying corrupting technology; carnivorous crystal, a CR 11 ooze that can turn you to crystal; comanide, a very creepy looking CR 7 fey; entropy slug, a CR 4 magical beast the PCs will face in part one of this adventure; hulsa, a CR 10 fey; Azlanti battle robot, a CR 6 robot the PCs will face in part three of this adventure; and twinsoul, a very strange CR 8 creature also featured in this adventure.
Finally, there’s a short, one page Codex of Worlds entry on New Thespera, the heart of the Azlanti Empire and seat of the Aeon Throne. It’s an incredibly useful article, but very brief. New Thespera’s the sort of important place you could write pages of information on.
This Mother’s Day my kids wrote me poems and stories, drew me pictures, cards, and books. My son even made me a coaster to hold my drink. And my husband? He and my children got me character art commissioned for my favourite Pathfinder Society character!
I’ve never had character art for a character of mine before. My kids and I have drawn pictures of some of our characters on occasion. And sure, a picture here or there might inspire us to make a character similar in appearance. But custom professional art? Unheard of! So it was with great shock and surprise I awoke to discover my family had somehow procured gorgeous art of my beloved -1 PFS character.
Clearly I have a wonderful family and am beyond spoiled. Today I’m going to share that art with you!
Introducing Danicka Raburnus and her vicious dog, Prickles!
Danicka Raburnus was my very first Pathfinder Society character. My -1. I had played Pathfinder, Dungeons and Dragons, and other RPGs for a long time before making Danicka, but she was the first character meant for organized play. She marked my entry into the Pathfinder Society, and was the first in a series of wonderful characters, delightful roleplaying, and exciting adventures.
Danicka is… far from perfect. When it came time to create Danicka I wanted to do something different. Everyone has characters who are attractive, intelligent, healthy, brave, and so on. People who are special. Heroes. They’re not all perfect, and many have a flaw or two, but they usually have quite a few redeeming qualities. I’ve got plenty, myself. So when it came time to make Danicka I wanted to create a character who was different than those I’d made before. Someone who wasn’t a hero. Who wasn’t special. Someone hopelessly flawed and regrettably forgettable. Someone who wanted to be special, who wanted to be the hero, but just wasn’t.
I have a soft spot for making, strong, independent, female characters. I love playing half-orcs and dwarves. I love bards, rogues, oracles, and sorcerers. Adaptable characters with a flaw or two, and a bit of a scoundrel’s streak.
So I went out of my way to make Danicka different.
I made her a wizard, which I rarely do. And I went out of my way to make her as unremarkable as possible. She has an archetype that prevents her from having a familiar or an arcane bond––qualities that make her feel inferior to her fellow wizards and spellcasters. She learned spells that are visually unremarkable. No fireballs or flashy magic for this girl! She was intelligent and wise, but too shy and nervous to speak her mind.
I never use complimentary words to describe her. I don’t call her pretty, or fit, or athletic, or slender. She’s not even skinny. She’s scrawny. Boney. Her hair is frazzled, limp, plain, or mousey. Her skin is not like porcelain, or alabaster. It’s pale, freckled, and ink-stained. Her clothes are nice but ill-fitting, out of fashion, and in dull colours. She doesn’t show off any skin, covering herself from neck to fingers and toes. She doesn’t even wear nice boots, just flimsy cotton shoes that flop and squelch wildly whenever they get wet. She wears a floppy hat on her head. She has poor vision and wears plain spectacles.
It’s not that these qualities are undesirable or unattractive. They’re not. It’s that I designed her to be average and blend in, and that I describe all of her qualities in as uncomplimentary a fashion as I can.
She shrieks in battle. Gets queasy. Stammers, stutters, whimpers, and whispers. Her efforts to make friends are awkward and almost always end in failure. She’s shy and meek. Easily scared (often terrified!). She faints on occasion (though never in a way or at a time that would hinder her mission or the game). She’s weak, awkward, and extraordinarily clumsy.
But amidst all those awkward and oddly endearing qualities, she’s a hero. Not outwardly. Certainly not obviously. But she’s a good person. She won’t take a life. Ever. And she won’t condone it from her allies. In fact, wanton violence, destruction, theft, and other illegal deeds are among the only things that she’ll speak out against. She’d rather remove an enemy from a fight than cause someone harm. I gave her merciful spell as a feat to ensure her few damage dealing spells aren’t lethal. She’ll stabilize unconscious enemies, hurl herself into danger to protect someone else, and is always the first person to offer healing potions to the wounded. She’s generous and kind. She won’t lie and always gives her enemies a chance to surrender.
So, who was Danicka? Where did she come from? And what make such an ordinary, meek woman want to be a hero?
Danicka was born to a hero. Her mother, Portia Raburnus, was a wizard of great renown who helped saved the city of Magnimar not just once, but on three occasions. Danicka has always wanted to be just like her mother, and grew up studying the arcane arts. Her mother passed away five years ago, right before Danicka began her formal training at the local magical academy, Stone of Seers. Danicka always keeps her mother’s arcane bonded item with her—a highly decorative quarterstaff that looks remarkably like a broom. She had hoped to use the broom as her own arcane bonded item, but could never manage to make it work.
Danicka did well in school, but despite her academic achievements she was constantly overlooked—for Danicka was ordinary looking, and incredibly shy. Regrettably forgettable. Most people don’t even remember Portia Raburnus had a daughter.
Danicka’s recently graduated and set out to finally prove herself brave and bold! A hero, like her mother! She marched right into the local Pathfinder Lodge and demanded a job. Unfortunately, her demand came out a nervous whisper and they hired her as a maid. But, sweeping the floors used by bolder souls with her mother’s broom isn’t enough for Danicka Raburnus! She’s going to prove herself one day! Maybe after she’s done cleaning up the common room…
Danicka is incredibly shy. She speaks rarely, and when she does its in a whisper. She’s constantly trying to work up the courage to be louder, to make friends, and to do something, but her attempts at friendship always come out in awkward stuttering bursts, and her attempts to speak her mind end up with her randomly yelling something (and then losing the courage to finish). She’s easily embarrassed and was bullied on occasion in school (when her classmates could be bothered to remember she was there).
Danicka studies hard and loves to learn new things. She knows she’s a young woman of many flaws and is trying desperately to change. She wants to be brave and bold, but has yet to break out of her shell and really be herself.
Mechanically, she’s a wizard with the exploiter wizard archetype that’s a member of the Silver Crusade faction of the Pathfinder Society. She took the traits tireless logic and volatile conduit. Her beginning feats were eschew materials and merciful spell, although she later added spell focus (enchantment). She’s knowledgable and speaks a wide array of languages. For her first exploiter exploit she chose energy shield, although she never had the opportunity to use it until many adventures had passed. Some of her most commonly prepared low-level spells are daze, detect magic, read magic, comprehend languages, mage armour, shield, sleep, and merciful ray of frost or merciful magic missile. In time she learned that outsiders and undead were a threat her non-lethal methods couldn’t handle, so she started carrying a lethal wand, a few lethal scrolls, and some holy water around to combat such irredeemable threats.
I had intended to keep her a wizard for the entirety of her career, but along the way, things changed. Danicka changed.
After Danicka’s first mission in the world of play-by-post gaming, she was invited to join an ongoing campaign run by the delightful and incredibly talented GM ShieldBug. For a wonderful seven scenarios she had the pleasure of playing in a consistent group of awesome players. Her companions were very different from Danicka. Some were weird, some were liars, some were scoundrels, and most were violent. They pushed her buttons, shoved her out of her comfort zone, tested her morals, and urged her to change. With them she found her backbone. She found courage. She faced peer-pressure and discovered that there were things worth fighting for, even if it meant standing up to your allies. She made friends. She made enemies. She made mistakes. She became a hero. She saved people and towns.
Mostly, she was embarrassed.
But it wasn’t only Danicka that changed. Her friends did, too. She made them better people. And they made her brave.
On one of her adventures she was forced to interact with terrifying, man-eating, Thuvian desert dog. Miraculously she bonded with it, though it terrified her to no end. Later in the scenario she was forced to face the dog in combat, and she managed to convince him to stand down. The mission came to an end and I was faced with a turning point. Move on? Or keep the dog?
Danicka kept the dog. She named him Prickles, for his spiky fur (matted with the blood of his enemies) and terrifying demeanour. Although I could have just bought a dog and remained a wizard, I chose to multiclass Danicka into druid. I selected another understated archetype (the wonderful wild whisperer!) that removed some of the flashier of the druids abilities and replaced it with investigator’s inspiration and talents. She began to take ranks in handle animal, and survival. She used her druid spell slots to prepare healing magic. She took the feat boon companion, and statted up Prickles as a wolf.
Danicka spent the next while attempting to tame her vicious dog. I took great glee in role-played her fear of her own pet, and her worry that it will hurt someone. Prickles is clearly the alpha of the duo, but he usually listens to Danicka’s pleas. That said, out of fear, Danicka never tells Prickles to attack anyone. She’s too afraid she won’t be able to stop him from killing. Instead, she orders him to stay by her side. Mechanically, Prickles has the bodyguard archetype. He’s always on ‘defend’ and won’t enter a fight unless Danicka is hurt. However, if she’s hurt he flies into a rage and attacks whoever wounded her until they’re dead. Usually Danicka hurls herself between the enemy and her dog before they are devoured, but once or twice Prickles killed something––an event which filled Danicka with great regret. For his part, Prickles is used to his ‘pet’s’ panicked shrieks and mewling. But he’s incredibly territorial and won’t stand for anyone touching his ‘pet.’ Not even her allies. He’s a bit cantankerous, and won’t take ‘orders’ from anyone other than Danicka. And he only listens to Danicka if she begs.
All in all, they’re a comical pair, with my shy wizard desperately trying to handle her overwhelming pet.
On her most recent missions, Danicka’s had to bid her old friends farewell. She’s gone on new adventures with new teammates. Only Prickles has remained by her side. But, despite the distance, it’s her old friends that continue to drive her and inspire her. Mhazruk Kruhl and his terrifying familiar Needle, the burly Yaiho Crasher, the tap-dancing escaped-slave Forrest Glavo, the eccentric Arin Qualnoh blessed (or perhaps cursed) by the gods, and Brock Swiftread, a scoundrel if there ever was one. They’re the closest thing to family she’s ever had.
So here’s to Danicka and Prickles, and all the people and characters who have made her who she is. Here’s to the people who have GMed for her and played alongside her. The people who have put up with her panicked shrieks and bleeding heart. Here’s to my family, who brought one of my very favourite characters to life. And here’s to Joe Nittoly, the amazing artist who drew her. Thank you! Thank you! And thank you again! You’re the best!
And here’s to all of you, for taking the time to read about one of my favourite characters. Maybe I’ll see you around a PFS table one day.