It’s been a whirlwind! d20 Diaries has become something bigger and grander than I could have ever imagined. I’ve gathered fans throughout the world, our page views increase every month, and I’ve embarked on a freelancing career that’s already gone better than I could have dreamed. The future’s looking bright!
I’ve said it before and I’ll say it again: we’re still new around here. d20 Diaries is still in it’s infancy. There’s plenty more features we hope to add in the future, and more stories we hope to share. There’s a pile of articles waiting to be fleshed out, and many, many more adventures to be had.
So today I’m sending out a heartfelt thank you to each and every one of you! Thank you for visiting my blog today. I appreciate it more than you know!
Here’s to another year! I hope you stick around for the ride.
It’s been a busy few months around here. A new school year has started for my kids, my little sister is celebrating her 18th birthday, Thanksgiving and Halloween have come and gone, and winter’s beginning to set in. There’s not much snow outside right now, but this past week the wind has finally turned cold. We’ll get much, much colder weather over the next few weeks and months, but my kids are already bundling up in their winter layers for the walks to and from school.
I’ve spent most of my free time working on numerous freelance RPG assignments, which has been an absolute blast! But, today I’m taking a short break from the amazing projects I’m lucky to be a part of, to pop in, say hello, and chat about something I’m super excited for: the Advanced Player’s Guide Playtest!
That’s right! Starting today you can head on over to Paizo’s website and download playtest versions of the four new classes they’ll be bringing to Pathfinder Second Edition’s Advanced Player’s Guide: the investigator, oracle, swashbuckler, and witch! I’m a huge fan of oracles and witches, in particular, so I am absolutely thrilled to see some of my favourite classes rejoin the game so quickly!
The APG Playtest begins today and runs until December 2nd, 2019. Download the rules, build some characters, and take them for an adventure or two. After trying out the classes, head back to Paizo’s website to fill out a survey and offer your feedback on the forums. It’s time to help shape these classes into the best they can be!
The Advanced Player’s Guide releases in July 2020.
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)!
Earlier this month the Dungeons & Dragons Essentials Kit finally hit game-store shelves. This collection includes quickstart rules, character sheets, a dice set, DM screen, maps, a new adventure, Dragon of Icespire Peak, and more.
Dungeon Mayhem Expansion: Battle for Baldur’s Gate is the first expansion for the easy to play card game, Dungeon Mayhem, which my kids absolutely adore. With art by Jake Parker, the expansion includes two new decks featuring the ranger Minsc (with his miniature giant space hamster, Boo), and the shapeshifting druid Jaheira. This expansion went right onto my kids’ wish list for Christmas. For more information on Dungeon Mayhem check out our review of the game here.
Finally, at the start of this month two new kids novels were added to the Endless Quest lineup. Written by Matt Forbeck, Endless Quest: Escape from Castle Ravenloft casts readers into the role of a cleric trapped in Count Strahd’s castle, and Endless Quest: The Mad Mage’s Academy casts readers in the role of a foolhardy thief set on stealing the spell book of the Mad Mage himself. What could go wrong?! For full details on the newest Endless Quest books check out our review on them here.
Finally, Paizo has released a mini-adventure meant to be an introduction to Pathfinder Second Edition for new players and new GMs alike. Written byStephen Radney-MacFarland, Torment and Legacy: A Pathfinder Second Edition Demo Adventure is available as a FREE download on their blog, here. I highly suggest you pick it up!
Everybody Games also added another entry into their popular and always entertaining ‘Pop Culture Catalog’ line of products for the Starfinder Roleplaying Game. Pop Culture Catalog: Infosphere Shows is written by George “Loki” Williams.
Monte Cook Games
Monte Cook Games released a free download that discusses how to include mature content in roleplaying games in a responsible manner, particularly in regards to content consent from your players. Consent in Gaming is written by Monte Cook and Shanna Germain.
Rogue Genius Games
Rogue Genius Games released the first of its Monster Omnicrons, a series of short one monster, two stat block, articles compatible with the second edition of the Pathfinder Roleplaying Game. This month’s release is Monster Omnicron: Pyreborn, by Luis Loza!
Rusted Iron Games
Rusted Iron Games recently launched Tombstone, a gritty alternate history wild west setting compatible with Pathfinder Second Edition rules that pits PCs against monsters, magic, and The Blight, a terrifying infection from beyond the stars. A mixture of western, fantasy, and occult horror, it’s shaping up to be a fun and quirky twist on RPGs. This month adds another new ancestry to the line, with Ancestries of Tombstone: Centaur, by Andrew Mullen. Previous releases in this line include Ancestries of Tombstone: Chupacabra by Joshua Hennington, Ancestries of Tombstone: Jackalope by Jacob W. Michaels, and Ancestries of Tombstone: Rougarou by Dennis Muldoon, all of which are available on DriveThruRPG.
Root: The Tabletop Roleplaying Game
Much to my surprise, Magpie Games is launching a Kickstarter on September 17th to help fund their upcoming roleplaying game, Root: The Tabletop Roleplaying game, based on the popular board game Root: A Game of Woodland Might & Right. Based on the Powered by Apocalypse framework, Root: The Tabletop Roleplaying Game looks like a ton of fun. My kids, in particular, are very interested in giving it a try. For a free sneak peek, download Root: The Roleplaying Game Quickstart Guide.
And that’s what we’re touching on this month! Got a favourite release? I’d love to hear about it!
I’ve always loved interactive books that let the reader make decisions, so last year when Dungeons & Dragons released a series of four ‘choose-your-own-adventure’ style children’s books, successfully relaunching the ‘Endless Quest’ series, I picked them up for my children right away. Written by Matt Forbeck, each of these four books cast you in the role of different classes, explored different iconic locations, and tied in with other Dungeons & Dragons campaigns. They were fun, exciting, filled with colourful characters, and featured a bigger sized font perfect for my children. My kids and I were impressed with the quality and content of these books.
Endless Quest is a series of six ‘choose your own adventure’ style novels aimed at middle-grade readers (eight to twelve year olds). My kids are seven and eight years old, placing them at the young end of the intended audience. To Catch a Thief lets your kids (or you!) be a halfling rogue, Into the Junglecasts you in the role of a dwarf cleric, Escape the Underdarklets you play as a human fighter, Big Troublelets you play as an elf wizard, Escape from Castle Ravenloftlets you play as a cleric, and The Mad Mage’s Academylets you play as a rogue. While reading the book your character’s gender — and often their race — has no bearing on perspective or story. It’s invisible, honestly. Only the image on the front reveals your gender. Which is awesome! Both of my kids immediately assumed the character was just like them, irrelevant of the cover image, slipping into the role without hesitation.
Each book is exactly 122 pages long. Most of the pages are filled completely with text and images (no wasted pages here!), and both of my kids found the font size comfortable. All of the books contain a lot of awesome artwork. Some images are in full colour — typically locations or a main character/villain — while the rest are in sepia tones. You’ll find images of allies, enemies, items, equipment, scenery, and locations. Some of the images in the earlier books are even tactical maps, which everyone in the house enjoyed examining, although the two newest books do not contain any maps. Some of the images are on the gory or creepy side, and both of the new books are quite suspenseful.
Each of the Endless Quest books follows a different kind of story, features different main characters with unique motivations and personality traits, involves different situations and enemies, and takes place in vastly different locations. You’ll get to visit actual places from the Dungeons & Dragons campaign setting, both on a large and small scale, which fans of D&D will love. Each book also has cameos from known D&D personalities (including Elminster, Volo, and Xanathar, to name a few, with the new books featuring Count Strahd von Zarovich and Halaster, the Mad Mage). The decisions you get to make are important. Common choices include deciding which way to go, how you choose to deal with other characters, and how you react to situations. Each of the books has ways to ‘win,’ to happily survive but fail, to survive but fail horribly, and to die. The number of these outcomes varies between each book, with the most deadly having more than half of its endings fatal. None of the deaths are graphic, and many are suggested more than described. Some of the endings are quite abrupt, and if you make poor decisions right from the start your story could be over in only a few pages. But, that’s to be expected in books of this kind. The first four books in the series feature some very hard to pronounce names, although the two newest didn’t, which my kids found an improvement. In the earlier books battle was nearly always fatal, although the two newest books allow you to fight and win at least half the time, which made your adventurer seem much more capable. My kids loved this! Particularly because one of the two newest books are the spookiest of the series, and being able to overpower some of the opponents made my kids feel more in control, and less scared.
Escape from Castle Ravenloft is written by Matt Forbeck, designed by Wendy Bartlett, and edited by Kirsty Walters. The art in this book was created by Adam Paquette, Autumn Rain Turkel, Ben Oliver, Brynn Metheney, Chris Seaman, Claudio Pozas, Conceptopolis, Baarken, Eric Belisle, Jedd Chevrier, Jesper Ejsing, Kiernan Yanner, Lake Hurwitz, Lars Grant-West, Mark Behm, Milivoj Ceran, Richard Whitters, Sidharth Chaturvedi, Vincent Dutrait, Vincent Proce, Wayne England, Zack Strella, and Zoltan Boros. Cover illustrations are by Eric Belisle, Mark Behm, and Ben Oliver.
Escape from Castle Ravenloft casts you in the role of a cleric of Tyr, god of justice. Originally from Waterdeep, you character finds themselves in the mist-shrouded, gothic realm of Ravenloft where you catch the eye of the infamous vampire Count Strahd von Zarovich. The story begins with you awakening in a bedroom in his castle, bereft of all your gear except for your holy symbol. Count Strahd welcomes you to his castle, informing you that you’ll be staying indefinitely as his guest. Not wanting to become his vampire spawn or dominated thrall, your character will need to find a way to escape Castle Ravenloft alive. This book coincides with and features characters from the Dungeons and Dragons adventure, Curse of Strahd.
My kids both agreed that this was the spookiest of the books. They were on the edge of their seats the entire time, slinking through eerily silent halls, peeking into dark chambers, and desperately hoping they don’t run into any vampires or werewolves. They squealed in surprise quite a bit — in a good way — and decided they did not want to read this book near bedtime. Haha. It’s a light horror story that my kids really enjoyed. However, it is definitely the scariest Endless Quest book to date, so it will not be for everyone.
This was a bit of a deadly book, but also had quite a few ‘successful’ endings. The majority of the endings involving dying trapped within the castle, a good number involving dying during or after your escape, a few endings leave you trapped within the castle but alive, and a good number result in your escape and survival. Despite its lethality, both of my kids adored it.
There’s a few different characters for you to interact with during the course of the book, two of which my kids really enjoyed — the clockwork jester Pidlwick and a naive young woman called Gertruda. Most of the time my kids were invested in trying to save themselves and figure out which characters were trustworthy and which would betray them. But, after the introduction of Gertruda, their priorities changed, and they became determined to save both her and themselves. Some of the endings involving Gertruda give you difficult decisions to make, such as putting yourself in danger and potentially missing your chance to escape in order to save an innocent — or not! My kids agonized over that a bit, but never chose to abandon the girl — unless they were sifting through the book to try to find the endings they missed.
Although there’s a lot of cool places to explore in this book, it all takes place in and around Castle Ravenloft, meaning there is very little drastic changes of scenery. My son’s favourite part of the book involved combating minor undead with his holy symbol and strength of faith, which always made him feel very proud. He also really liked an ending where you escape the castle but get transformed into a werewolf. My daughter, who has a terrible fear of werewolves, did NOT like that ending at all. Instead, her favourite parts of the book involved interacting with the traitorous Pidlwick!
The Mad Mage’s Academy is written by Matt Forbeck, designed by Wendy Bartlett, and edited by Kirsty Walters. The art in this book was created by Allen Douglas, Andrew Mar, Bryan Syme, Chris Seaman, Christopher Moeller, Clint Cearley, Conceptopolis, Cynthia Sheppard, Cyril Van Der Haegen, David Palumbo, David Vargo, Emily Fiegenschuh, Eric Belisle, Ilya Shipkin, Jason Juta, Jim Pavelec, John Stanko, Kiernan Yanner, Kurt Higgins, Michael Berube, Olga Drebas, Scott Murphy, Sidharth Chaturvedi, Wayne England, and Zelda Devon. Cover illustrations are by Cynthia Sheppard, Jesper Ejsing, and Titus Lunter.
The Mad Mage’s Academy casts you in the role of a thief tasked with stealing the spell book of the Mad Mage himself, Halaster Blackcloak. You’ll need to pose as a student at Halaster’s magic academy, locate and steal the spell book, and escape — all without getting caught! This book coincides with and features characters from the Dungeons & Dragons adventure, Dungeon of the Mad Mage.
This book involves a lot of subterfuge, interacting with other characters, lies, and betrayal — both from you and the people you meet along the way! My kids really enjoyed this, and were often surprised at the results of their choices. There were lots of interesting characters to interact with, including the mind flayer Cephalossk, tiefling sisters Violence and Turbulence, and the night hag Wormriddle. Both of my kids favourite character was Spite, a child wizard protected by a half-ogre named Dumara (or so they first appear…).
Of all the Endless Quest books to date, The Mad Mage’s Academy felt like the least deadly. Although over half of the endings left you dead and without one of the multiple spell books hidden throughout the academy, the rest all involved your survival, with about half of those also letting you escape with one of the spell books. Much like Escape from Castle Ravenloft, this book all takes place within a single complex, so there’s not much variation in the locations you can visit.
My son’s favourite part about this book was interacting with Cephalossk, and seeing all of the cool traps and magical defences you can come up against your quest for the spell books. My daughter’s favourite parts of this book was interacting with Spite, a wide variety of the ‘escape with the spell book’ endings, and an ending that allows you to take over the academy, which she thought was amazing.
Both my kids and I really enjoyed the Endless Quests books. I highly recommend them for any kids who have an interest in fantasy novels, adventure novels, choose your own adventures, or tabletop RPGs. They’re engaging, variable, and a ton of fun, with each book very different from the others. Fans of D&D will particularly enjoy all the famous places you can visit and people you can meet. Best of all? My kids have read and re-read these books over and over again. They’re going to see a lot of use.
Early in July I participated in a mini-competition on Freelance Forge (a very welcoming private forum for freelancers in the tabltetop RPG industry that I highly recommend aspiring freelancers join!) that challenged participants with creating a Starfinder creature themed around the phrase ‘Red, White, and BOOM!’ — a topic meant to bring to mind Independence Day but, as a Canadian, I immediately thought of Canada Day (happily they both involve fireworks! Haha). The goal of the competition is not to win, but to get inspired, practise making creatures, and to give and receive feedback on each others creations, so that we improve our skills. It was a lot of fun — both the act of creating, and getting to read everyone else’s entries. With the competition over I decided to incorporate some of the feedback I received and post my newly-polished, explosive little creature on d20 diaries.
Introducing… the scintrix!
CR 5 XP 1,600
CN Medium fey Init +5; Senses low-light vision; Perception +11
DEFENSE HP 70; RP 4 EAC 17; KAC 19 Fort +9; Ref +9; Will +4 Defensive Abilities vanishing trick
Str +3; Dex +5; Con +1; Int +0; Wis +1; Cha +2 Skills Acrobatics +11, Stealth +16, Survival +11 Languages Common, Sylvan Other Abilities aglow, compression
Aglow (Ex) A scintrix increases the light level by one step out to a radius of 10 feet. This glow is suppressed while the scintrix is invisible.
Brilliant Bolt(Su) As an attack, a scintrix can shoot a brightly colored bolt of energy from its body at a single target, which explodes upon impact in a shower of sparkling rainbow-hued light. This attack has a range increment of 60 ft. and the aurora weapon special property.
Explosive Entrance(Su) A scintrix that uses its bite attack while under the effects of vanishing trick reappears with an explosive bang and a flash of scintillating colors. Any creature within 10 feet, other than scintrix, must succeed at a DC 13 Fortitude save or be blinded for 1d3 rounds; on a successful save the creature is instead dazzled for 1d3 rounds.
Vanishing Trick(Su) As a standard action a scintrix can cause its body to disappear, leaving only its eyes and mouth visible. This functions as if the scintrix were invisible. The scintrix can maintain this invisibility as long as they desire, though it ends immediately if the scintrix attacks, sleeps, falls unconscious, or dies. By spending 1 Resolve Point, a scintrix can instead activate vanishing trick as a move action.
Environment any forest, jungle, or plains
Organization solitary, pair, or flare (3–7)
Scintrix are the fey embodiment of shock, surprise, and sudden excitement – a burst of vibrant energy given life and shifting form. At home in forests, jungles, and plains, throughout the universe, scintrix are most commonly found on planets with particularly vibrant colors, wild magic, unpredictable weather, or thin planar boundaries. Where nature, physics, or magic defy logic, scintrix are sure to appear.
Scintrix are animalistic quadrupeds with a stocky, thick-set body, gleaming eyes, and a wide grinning mouth filled with white sharp teeth. Their bodies are a kaleidoscope of brightly colored, shifting streaks of light that crackle and burst with energy. Only their eyes, mouth, paws, the tips of their short, pointed ears, and the ends of their frazzled, bushy tail remain stable. Despite appearing as bursts of light and color, the body of a scintrix is squishy and pliable, capable of squeezing through spaces much smaller than their size suggests.
Cunning and clever, with an appetite for fun as well as meat, scintrix are pranksters that take great glee in surprising their prey before devouring them. Stealth hunters, scintrix can become unnaturally quiet and still at a moment’s notice, vanishing from sight almost completely, with only their eyes and mouth remaining visible. They stalk their prey, leaping out to attack only when their prey is completely unaware. Their appearance is marked by a loud bang, blinding flash of light, and bursts of scintillating color.
Vain and talkative, scintrix prefer to hunt intelligent beings. Playful, they enjoy toying with their food, bursting in and out of a fight with crackling laughter, only to vanish and surprise their prey again later. When faced with particularly entertaining prey, scintrix are known to draw their hunts out over weeks, engage their foe in conversation, or take their prey captive as pets. Unfortunately for such prisoners, scintrix are easily bored.
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…
Hello adventurers! Today we’re taking a peek between the covers of Pathfinder Player Companion: Chronicle of Legends! This delightful softcover book from Paizo Inc. is packed with new character options for all character classes, themed as though they were based on legends plucked from the Pathfinder Chronicles. It contains character traits and magic items that could become more powerful over time, new talents, spells, and feats, two new prestige classes, new capstone abilities for nearly all of the classes, and more. In addition, Chronicle of Legends is the final Pathfinder Player Companion being released for Pathfinder First Edition –– a fact both sad and exciting!
Pathfinder Player Companion: Chronicle of Legends 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. Instead you’ll find character options –– things like feats, traits, spells, and more. Chronicle of Legends was developed by Eleanor Ferron and Luis Loza. Contributing authors include Calder CaDavid, Vanessa Hoskins, Mike Kimmel, Isabelle Lee, Matt Morris, Mikhail Rekun, and Michael Sayre. The cover features dynamic art by David Alvarez which depicts Oloch (the iconic warpriest), Quinn (the iconic inquisitor), Shardra (the iconic shaman), and Kolo (Shardra’s tuatara familiar), all combatting a stone colossus. Interior artists include Nathanael James, Michele Giorgi, Alyssa McCarthy, and Beatrice Pelagatti.
The front inside cover features some fun references to past seasons of the Pathfinder Society, as well as it’s future. After this is the table of contents, the rules index, and the introduction, which contains five new exemplar traits, as well as a heroic figure that represents each of them. Exemplar traits are stronger than regular traits and are each tied to a single category of traits (combat, faith, magic, regional, or social). Each allows you to take more traits from their linked category, and gets stronger for each one. I rather liked the exemplar traits, particularly ‘Faith Unshakeable and Unassailable’, which grants you a bonus on Will saves against charms, compulsions, and fear effects, and ‘Traveler of a Hundred Lands’ which allows you to select extra skills as class skills.
Moving on from the introduction we come to our first chapter: Chronicles of Heroes! This section contains four pages of new character options. It starts with four new banners usable by cavaliers and samurai (I particularly like the ‘knave standard’ which can help out your shifty companions). There’s three new gunslinger deeds (check out ‘thundering shot’!) and four new swashbuckler deeds (check out ‘hilt hammer’ and ‘dodging dance’). After this there are six new ninja tricks which are all really cool. My kids adore ‘spiritual companion’ which can allow your ninja to get an improved familiar from a short list of very interesting options. ‘All the stars in the sky’ will be a great choice for shuriken users, but it’s ‘false face’ that turned out to be my favourite. This little gem allows you to change shape as long as you have some ki. Finally, there’s some talents in this chapter: five for slayers and seven for vigilantes. My favourite was definitely ‘leap and bound,’ a vigilante talent that lets you pull off some fun mid-air attacks and tricks.
Up next? Chronicles of Prestige! This section contains fourteen feats for characters who have levels in a prestige class from the Pathfinder Core Rulebook. They’re all useful and sure to enhance the classes they’re intended for. Following this is two new prestige classes: esoteric knight and ritualist. Esoteric knight is similar to eldritch knight, but for kineticists and psychic spellcasters. Ritualist is accessible to spellcasters of all kinds, and makes it’s user incredibly proficient at performing rituals. Definitely a niche prestige class, but a ton of fun if you’re interested in rituals.
Chronicles of Magic is two pages of new spells and a ritual. There are four new spells –– realm retribution, rival’s ward, greater song of discord, and uncanny reminder. All are high level spells, clocking in at level 6, 8, and 9 depending on the spell and spellcasting class. But, it’s the ritual, egoist’s militia, that turned out to be my favourite. Definitely give it a read if you’ve got the chance.
The next section –– Chronicles of Expertise –– is my husband’s favourite part of this book. These four pages are all about magic tricks! Like equipment tricks, magic tricks allow PCs to get some extra utility out of their abilities. In this case, magic spells. Each spell has five or six special ways you can use it –– presuming you have the feat ‘magic trick’ for the appropriate spell and the necessary skills or feats. The spells that have magic tricks are daylight, fireball, mage hand, obscuring mist, prestidigitation, shield, and unseen servant. Although they’re all really cool, my favourites are the tricks for mage hand and shield.
The nest two sections –– Chronicles of Legacy and Chronicles of Collection –– are all about magical gear. Chronicles of Legacy showcases nine new legacy items, which are unique magical items that grow in power and gain new abilities as their bearers level up or accomplish goals. Although they’re intended to be given out by GMs, not purchased, they do have rules for pricing legacy items included in a sidebar. I enjoyed a lot of these items, but the bracers of antiquity and trailblazer’s boots turned out to be my favourites. Chronicles of Collection presents two feats –– collector’s boon and improved collector’s boon –– that allow PCs to make use of magical equipment sets. Equipment sets are a collection of magical items that, when worn together, become more powerful and unlock new abilities. There are eight equipment sets in this book, each focused on a different theme and featuring magical items already released in other books. For example, the Archmage’s Vestments is great for spellcasters and consists of greater caster’s shield, magician’s hat, ring of counterspells, robe of the archmagi, and staff of power. PCs can only make use of one equipment set at a time. The other equipment sets are Aroden’s Array, Beastmaster’s Will, Besmara’s Bounty, Dread Demoniac Armor, Irori’s Meditation, Pharasma’s Command, and Urgathoa’s Gluttony. Each is powerful in it’s own way, but they are very niche, so not all characters will want to attempt to make use of them. My personal favourite? Beastmaster’s Will, although I admit it’s far from the most powerful option. Haha.
Which brings us to my favourite part of the book: Chronicles of Paragons! I love options. You know what else I love? Reaching 20th level and getting an awesome ability! But, what’s better than achieving your capstone powers? Having a choice of capstone power. This chapter presents an alternative capstone ability for nearly every base class in Pathfinder First Edition. Alchemists and witches instead have a new grand discovery and grand hex to add to their options. In addition, there’s a dozen other capstones, which can be taken by any character that meets the prerequisites. Examples of this include arch-familiar, which grants your familiar higher intelligence and a selection of spell-like abilities of your choice; deep magics, which grants spellcasters an array of new spells known; or old dog, new tricks, which grants you a quartet of new combat feats. I really enjoyed all the universal capstone abilities. That’s not to say I didn’t like the class-specific capstone abilities –– because I did! –– but it’s the universal ones that caught my interest most, particularly for their versatility and universal appeal. So what were my favourite class-specific capstones? Tough, tough, tough call! Probably ‘proxy,’ the cleric capstone which grants you an additional domain and all of its benefits, and ‘huntmaster,’ the hunter capstone which grants you a second animal companion.
And that’s it! The end of Pathfinder Player Companion: Chronicle of Legends! This book is packed full of cool new character options for all classes that are memorable and unique. Theres literally something for everyone in this book –– quite a few somethings! –– and I would honestly be shocked if someone found this book not worth the investment. I absolutely adored it, and am pleased to see that the Pathfinder Player Companion line went out with a bang.
…But wait! There’s more! Last month on Paizo’s blog Luis Loza shared two extra character options written for Chronicle of Legends that they couldn’t fit into the book. Two archetypes for prestige classes! ‘Deadeye devotee’ is an arcane archer prestige archetype that allows divine worshippers of Erastil to enter the prestige class and gain some unique new abilities, while ‘thought thief’ is an arcane trickster prestige archetype for psychic spellcasters. Both prestige archetypes are available on Paizo’s blogfor free. Thanks, Luis!
Thanks for checking out d20diaries! I hope that taking a peek at what’s inside this Player’s Companion helped you decide if this is the right book for you. There’s plenty of great books out there (and I know I’m not the only one who can’t afford them all!).
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.
Today we’re taking an in depth look at the third book in the Tyrant’s Grasp Adventure Path! This survival horror campaign pits the players against the return of the Whispering Tyrant, the lich-king Tar-Baphon, who was defeated and sealed away long ago. Tyrant’s Grasp will be the final Pathfinder 1st Edition Adventure Path released before the switch is made over to Pathfinder 2nd Edition in August. Intended to take characters from levels 1 to 17, Tyrant’s Grasp is six volumes long.
A wonderful Player’s Guide for Tyrant’s Grasp is available as a free download on Paizo’s website here. The Player’s Guide gives players a relatively spoiler-free way to properly prepare for and integrate their characters into the Tyrant’s Grasp Adventure Path. I highly recommend checking it out.
It should be noted that the Tyrant’s Grasp Adventure Path is not for everyone. Terrible tragedies will occur and you won’t always be able to prevent them. These events are bound to have a lasting effect on your characters, so players should be prepared to consider and role-play the marks left by the trials you face. Depending on the generosity of your GM you could be in dire situations with limited resources, so players will need to be resourceful to survive. Plenty of the imagery and events in this adventure are dark, morbid, and sorrowful. Although I wouldn’t call all of the volumes in this series horror adventures, some are — though not your typical horror. I’d call it… a morbid tragedy. There’s plenty of undead, necromancers, and disaster. It’s definitely not a campaign to play with kids or if you’re looking for a light-hearted game.
Last Watch is the third volume of the Tyrant’s Grasp Adventure Path. Written by Larry Wilhelm, this is an adventure intended for 8th-level characters, which should bring PCs up to level 11 by its conclusion. This adventure begins when the PCs arrive in Lastwall’s capital of Vigil, intent on telling the Knight of Ozem what’s happened in Roslar’s Coffer. Luckily, their arrival coincides with the Whiteblade festival, making it easy to gain an audience with a wide variety of government officials, military officers, and other important people. All that’s left it to tell them your tale.
Yeah, not so simple. Haha.
As with the other volumes in this adventure path, Last Watch looks great. From cover to cover it’s a high quality book filled with nice maps and beautiful, dark artwork. The cover depicts Yosiduin, an elven antipaladin, in the foreground. Behind him is an image of Yoon (the iconic kineticist) and Imrijka (the iconic inquisitor) battling a gnome and some thugs in the streets of Vigil. Both images are by Igor Grechanyi. There’s a nice map of The Gravelands (Lastwall and parts of Ustalav) on the inside cover again, as there has been with the previous volumes. There’s a lot of awesome artwork throughout the book — mostly of humanoid allies and enemies. Interior artists include Yanis Cardin, Hai Hoang, Joel Holtzman, Oksana Kerro, Valeria Lutfullina, Dave Melvin, and Firat Solhan. I particularly enjoyed the art for Cleverquill, pest drakes, and the many NPC portraits. The maps, all drawn by Matthias Rothenaicher, are really nice. They look great, of course, but they’re also well thought out and executed. unfortunately, some of the map rooms are too close to the binding, which makes them difficult to see. Also, one important room is partially cut off by the page’s decorative border. Unfortunate!
In terms of content, Last Watch is a diplomatic mission, investigation, and exploration. PCs will need to convince the powers that be in Vigil that something horrible happened in Roslar’s Coffer and that Vigil needs to prepare for the worst. Of course, your PCs tale is rather far fetched… The PCs will need proof to go along with their words. The adventure is rather free form at the start but, as the PCs uncover clues that will lead them to further discoveries and encounters, the adventure becomes more linear.
Vigil is a great location to adventure in and this book did a good job of conveying atmosphere and populace through encounters and short descriptions. That said, the city isn’t fleshed out very much in this book, and I wish it was. I highly recommend GMs give Pathfinder Chronicles: Cities of Golarion a read if they own it, as it contains a ten-page gazetteer on Vigil which can be used to really make this place shine. Either way, this is a great time to let players explore, make friends, forge alliances, rest, properly equip themselves, and generally enjoy being among the living while they go about their duties.
Last Watch has a more balanced array of encounter types than it’s predecessor did. It begins heavy on the social encounters, then quickly transitions to heavy on combat encounters, before finishing with a welcome mix of both. Throughout the course of the book there’s chances for different skills and different character types to shine. The combats were interesting, but it’s those in the final chapter that I particularly enjoyed. I like the social encounters a lot, both in the beginning and end of the adventure, although I think some groups will flounder a bit with the beginning. GMs will need to pay close attention to their player’s behaviour to determine if more guidance is required. Personally, I think I’d have a lot of fun with it. But, again, it’s the social encounters in the final section of this adventure that really shine.
And now it’s time for a warning:
We’ve got more to say about this adventure, but it’ll come with spoilers! Don’t want to read them? Skip on past this next section until you see the large words ‘SPOILERS OVER.’ Got it? Good! See you on the other side!
Last Watch is split into three major parts: Explosive Tidings, Into the Undercity, and Grim Dawn. The adventure is 53 pages in length with six pages afterwards dedicated to three NPCs: Ceto Malderra, a famous crusader who’s not what she seems (and has amazing artwork!); Kilibrandt Erstwhile, a gnome entrepreneur and criminal; and Yosiduin, an elven antipaladin and leader of the local Seal-Breaker cell.
Part One: Explosive Tidings begins with the PCs entering Vigil during a holiday with the intent of informing the Knights of Ozem what’s happened to Roslar’s Coffer. But no one believes them! Obviously. Their story sounds crazy. It’s awesome. Haha. PCs will have opportunities to approach a variety of different authority figures and try to convince them to believe their outlandish tales. In most cases the PCs will need more evidence, which could frustrate some players and groups. But, with work, PCs should be able to win over some of the dignitaries. Doing so can earn your PCs rewards, allies, and have an effect on the final chapter of this adventure.
Figuring out where to start your hunt for evidence is a bit more troublesome. Although many groups will know which clues they have of merit, make the right connections, and tug on the right threads, some won’t. Those groups will likely be lost and get a bit frustrated. GMs should be prepared to improvise and throw in a bit more clues or rumours at the start of the investigation process if needed. All in all, I like the places the investigation goes and what drives it.
Part Two: Into the Undercity begins when the PCs investigation leads them into the sewers beneath Vigil, where they’ll take on the Seal-Breakers in their base of operations, an abandoned temple of Arazni. This location is dark and haunted, and there’s more than one way for the players to explore it, which is really nice. But, who are these Seal-Breakers, anyway? In short, they’re an evil cabal intent on freeing the Whispering Tyrant in order to acquire a really old book he had in his possession when he was sealed away. Yes, a book. And yes, the founder of this group is the person who borrowed the book to the Whispering Tyrant. Sure, it might seem a little weird, and yes, founding a cult and unleashing an undead tyrant is a rather drastic step to get your evil book back, but it’s a really special book. With it the Seal-Breakers hope to do even worse things, like unleash Rovagug and destroy Golarion. Fun stuff! All humour aside, I like this part of the adventure. The location is appropriately atmospheric, the battles are challenging, and the villains are properly… villainous! The PCs are going to figure out a lot in their time here, particularly in regards to what’s happened to Roslar’s Coffer, what’s driving this adventure path, and what’s at stake if they fail. They’re going to learn about the Whispering Way, the Whispering Tyrant, and how he destroyed Roslar’s Coffer. They’ll learn a bit about the Seal-Breakers, what this group was doing in Vigil, and that they intend to free the Whispering Tyrant, but they won’t learn enough to know their ultimate aims and goals of the Seal-Breakers. It’s likely the group will come off as a militant ally of the Whispering Way –– which is exactly how the Seal-Breakers like it! (More on Seal-Breakers later!)
But, what I like best about this section of the adventure is the twist ending… Your PCs have fought long and hard to find the evidence they need to convince the city’s officials to trust them. They’ve scoured the city for clues, tracked down a gang, descended into the stinky sewers, and fought of a cult of violent fanatics, and now –– finally! –– they have what they need.
Suddenly there’s a muffled sound echoing down from the city above…. Was that an explosion? The ceiling shakes…
Part Three: Grim Dawn begins when the PCs exit the sewers after taking on the Seal-Breakers. They emerge to find Vigil destroyed…
Which is awesome! Horrible! But, awesome! This is such a great gaming moment that will be much more meaningful if the players have had time to get to love Vigil, so be sure to play that up while you can!
Now, Vigil is a big city, and the death toll is absolutely devastating, but there are a few pockets of survivors. In this section of the adventure the PCs explore the ruins of Vigil –– which has clearly suffered the same fate as Roslar’s Coffer –– fight off undead abominations, and meet up with the survivors. They’ll see some familiar faces and be happy to realize that their efforts did do some good, even if it didn’t save the city. There’s a direct correlation between the number of survivors in Vigil and how much the PCs managed to convince the various authority figures in Part One that the threat to this city was real. Although it’s not mentioned until the end of the chapter, GMs should definitely take the time to highlight this the entire way through!
The PCs need to rally these survivors, hatch a plan, and bring this group to meet up with another group of survivors. Together they’ll have to attack a terrifying foe that’s intent on ensuring no one leaves Vigil alive. If they can accomplish this the PCs can escape Vigil with their fellow refugees and live to fight another day.
In addition to the Last Watch adventure, this volume contains three articles and a bestiary containing five new creatures. All three articles are intended for GMs, but only one needs to be kept secret from players: Seal-Breakers, by Greg A. Vaughan. This article takes an in-depth look at the history and goals of the Seal-Breakers, it’s founders, members, and structure. It also mentions some places the Seal-Breakers are active and what their goals are in those locations.
There are two other articles in the book’s backmatter that players can hear about without it affecting the adventure. The first article, Into the Void, is written by Patchen Mortimer. It details the Negative Energy Plane, exploring its locations, ecology, denizens, and threats. This has always been a plane that I’ve considered pretty hard to wrap my head around. How does one adventure in a place that’s the antithesis of life? But, this article did a great job of making it a potential adventure location. It’s still horribly dangerous, but as a player and GM it seems a lot more accessible now. Really great job!
The final article is Relics of the Shining Crusade by Alexander Augunas. As the name implies, this article details some relics –– magical objects that can improve under certain conditions when utilized by PCs. The included relics are all objects from Lastwall that were used in the wars against the Whispering Tyrant, and are great options for dropping into the Tyrant’s Grasp Adventure Path. Keep in mind that the triggering conditions that can cause these objects to improve should be kept hidden from players.
The Bestiary is up next! It contains a random encounter chart and four special encounters, all suitable for use in the third part of Last Watch. There’s also eight new creatures written by Mike Headley, Isabella Lee, Meagan Maricle, Kendra Leigh Speedling, and Larry Wilhelm. Five of them are featured in the Last Watch adventure. Creatures include Lifeleecher mortic, a CR 8 mortic based off of orcs; pallid angel, a CR 12 evil outsider blessed by Urgathoa that’s a mockery of the angels they appear to be; pest drake swarm, a CR 9 swarm of colourful little dragons; sceazir, a CR 9 outsider from the Negative Energy Plane; sump steward, an intelligent plant that nurtures the growth of other plants (and my personal favourite of the new monsters); and finally, three swarms and troops of undead: the CR 10 clacking skull swarm, CR 7 barrier breaker troop, and the CR 9 sodden draugr troop.
Which brings us to the end of Last Watch by Larry Wilhelm! I think this is an absolutely awesome adventure that packs an emotional punch. I enjoyed it start to finish, but it’s the entire final chapter and the ominous foreshadowing of terrible tragedies that really makes this adventure special. GMs willing to put in the work to make Vigil and it’s people shine will definitely be rewarded!