Review: Monsters & Creatures and Warriors & Weapons!

Hello, and welcome to d20diaries!

A new series of Dungeons & Dragons books aimed at children is scheduled to launch next week and we are absolutely thrilled to be in possession of advance copies of these delightful new books, which we’re going to share with you today!

The Dungeons & Dragons Young Adventurer’s Guide series is written by Jim Zub, Stacy King, and Andrew Wheeler. The series begins with two simultaneous releases on July 16th, 2019: ‘Monsters and Creatures’ and ‘Warriors and Weapons.’ There are two more books in development that are scheduled to be released in Fall 2019 (Dungeons & Tombs: A Young Adventurer’s Guide) and Spring 2020 (Wizards & Spells: A Young Adventurer’s Guide) and, if they’re popular enough, there may be more beyond that in the future. The D&D Young Adventurer’s Guide series is intended for middle-grade readers (ages 8-12) and meant to inspire these young readers to read, write, create, imagine, and of course, play D&D. The American cover price for each of the books is $12.99, with the Canadian cover price $17.50. Each book is 105 pages long.

Young Advendturer's Guide

Before we take an in depth look at each of the books individually, let’s talk first impressions…

These books look and feel great! They have high quality hard covers, sturdy glossy pages, tons of unique full colour art, and a design aesthetic that’s in line with the adult D&D releases. These books feel like they’re a part of the Dungeons & Dragons line — which is absolutely awesome! It makes my kids feel like these books are just as important as the rest of our D&D books, which in turn makes them feel included and a part of the hobby.

Taken on their own, the Young Adventurer’s Guides have a nice layout, easy to read text, beautiful art, and are well organized. They’re approachable, interesting, engaging, and clearly written for kids, but, at the same time, the books don’t talk down to the reader. These books are written with care, and meant to provide younger audiences an easy to understand introduction to the world of roleplaying games and storytelling, as well as inspire them to make the world and stories their own.

Young Adventurers Guides

I have two children, a seven year old girl and an eight year old boy, making them on the young end of the intended audience for these books. Both of my kids have very good reading comprehension for their age. That said, both of my kids thoroughly enjoyed these books. My son had no problem reading the books and seemed to understand everything he read. My daughter, understandably, had more trouble, having to sound out a tricky word or two with each flip of the page, and often asking for definitions of words. Despite this, she was fully engaged with reading the books, and never got frustrated. As is typical with many fantasy books, the trickiest words are fictional names of characters and places. While many kids will stumble over these words once or twice before internalizing them, just as many will skip over them and move on. My son didn’t come across any content that he found inappropriate or too mature for him, while my daughter came across a few creatures she decided were a little ‘too spooky’ for her right now, so she skipped those pages and continued on enjoying the rest of the book. Considering the age and reading abilities of my kids, I think these books are well suited to the middle-grade reader level they’re advertised as. My kids loved them, and they definitely have room to grow with the books. We haven’t had them long and already my kids have read and re-read them more than a few times. They’ve already started utilizing information they picked up from the books in their play, storytelling, roleplaying, and gaming. These are the sort of books my kids get a ton of use out of, coming back to them often, and using different sections for inspiration at different times.

It’s important to note that these books are NOT a replacement for the D&D Player’s Handbook or the Monster Manual. The Young Adventurer’s Guides do NOT contain game mechanics or rules. They lay out the major concepts, roles, gear, and monsters in a way that is easy to understand, approachable, and engaging. They’re meant to inspire creativity, without overwhelming readers with rules. I highly recommend this series for for any kids who love adventure, fantasy, horror, monsters, roleplaying, storytelling, or who have exposure to RPGs.


Monsters & CreaturesMonsters & Creatures: A Young Adventurer’s Guide is an illustrated guide to the many beasts of Dungeons & Dragons. Featuring one-of-a-kind entries for some of its most memorable monsters, and over 60 brand new illustrations, this book is sure to ignite the imagination of young readers. This book begins with a short, one page introduction which gives the book some context and explains the books ‘Danger Levels,’ which is a 0-5 point scale meant to show how tough a creature is. Although similar to Challenge Ratings in D&D, these numbers are NOT equivalent. Beginning at 0, which denotes a creature that is essentially harmless, moving on to 1, which is an acceptable challenge for low-level or beginning adventurers, and ending at 5, which is a difficult challenge for high level heroes. There is one Danger Level higher than this: EPIC, which denotes a creature so powerful only the most legendary heroes could hope to triumph over it.

Monsters & Creatures - Inside Cover

The creatures in this book are sorted by the regions they call home, beginning with underground creatures, which are found in ‘Caverns & Dark Places,’ moving up onto the surface with ‘Forests, Mountains, & Other Terrain’ dwelling creatures (which also includes a special sub-chapter on giants of all kinds). Following this is ‘Moors, Bogs, and Boneyards,’ a chapter which primarily focuses on undead creatures with a special sub-chapter on vampires, and ‘Oceans, Lakes & Waterways,’ which is packed full of aquatic creatures. Finally, airborne monsters can be found in ‘Mountain Peaks & Open Sky,’ which also contains a special sub-chapter on dragons. Each monster profile contains information on the size of each beast, its danger level, and tips for how to survive an encounter with one. There’s also lore, special abilities and powers, typical tactics, and a handy list of do’s and don’ts for dealing with these beasts. Finally, new art! This book is packed full of it!

Monsters & Creatures also features encounters, which are short, one page stories that introduce a famous D&D character, place them in a perilous situation involving one of the described creatures, and then ends, leaving each opening scene with a cliffhanger ending. Following this is questions that ask the reader what they think the characters should do next, what would happen in response to those actions, and what the characters should do afterwards. These encounters are meant to guide kids to roleplay their own endings to exciting stories, and question the ramifications of their actions. This problem-solving is a great way to introduce kids to RPGs as both a player and DM.

The book ends with a short chapter on how to use monsters to tell stories, and important questions to contemplate for kids who decide to make stories or engage in RPGs on their own. Things like, ‘who are your characters,’ ‘where does your story take place,’ ‘how do things change as the story proceeds,’ and so on. Finally, there’s a short blurb about Dungeons & Dragons, and how to get into the game.

So what creatures, exactly, are featured in Monsters & Creatures? Plenty! ‘Caverns & Dark Places’ includes the beholder, bugbear, carrion crawler, flumph, goblin, mind flayer, myconid, and the legendary Demogorgon. ‘Forests, Mountains & Other Terrain’ includes the centaur, displacer beast, owlbear, sprite, treant, unicorn, hill giant, stone giant, frost giant, fire giant, cloud giant, storm giant, and the legendary fire giant Duke Zalto. ‘Moors, Bogs & Boneyards’ includes the banshee, skeleton, vampire lord, vampire spawn, and the legendary vampire Count Strahd Von Zarovich. ‘Oceans, Lakes & Waterways’ includes the aboleth, dragon turtle, and merrow. ‘Mountain Peaks & Open Sky’ includes the griffon, pegasus, white dragon, green dragon, black dragon, blue dragon, red dragon, and the legendary Tiamat, Queen of Evil Dragons! Encounters are included for the frost giant, green dragon, myconid, skeleton, and unicorn. My son most enjoyed reading about unicorns, flumphs, blue dragons, and vampires. My daughter most enjoyed reading about the beholder, flumph, dragon turtle, dragons, and Tiamat. My daughter also came across a few creatures that she decided, either from the art or after reading the first few sentences, were ‘too spooky’ for her. She promptly skipped those monsters and moved on with the book. The monsters she skipped were the carrion crawler (she’s afraid of bugs), the aboleth (she thought it looked creepy), and the mind flayer (it had a giant brain behind it and she was pretty sure she didn’t want to know why).

The verdict:

As an adult reader, I was pleasantly surprised with the array of creatures featured in this book. There’s a lot of iconic monsters in here, a ton of fantasy staples, and some quirky creatures that most kids will be discovering for the first time. Some of the choices were a bit gutsy for a kids book — the mind flayer and demogorgon, for example — but I’m thrilled to see them included. I’m pleased to see that not all of the monsters are evil creatures, there’s plenty that can be befriended or negotiated with.  The information included in the monster entries is absolutely wonderful. There’s integral information, great advice, and enough engaging descriptions to get my kids interested and curious. The encounters were a definite highlight of the book, as was the beautiful new artwork found throughout. The book is high-quality and sturdy, which is important since our copy is sure to take a beating. I’m far from the intended audience for this book, but I really enjoyed reading it. Even more than that, I loved sharing this book with my kids. I loved watching them discover and wonder over the creatures inside. Monsters & Creatures is a refreshing new take on the world and lore of D&D, sure to delight young readers, spark their imagination, and inspire them to tell stories of their own. Cover to cover it’s great fun.

My daughter: “I loved this book. It was fun to read and the pictures were beautiful! I give it two thumbs up! I think I will read it again and again. I really loved the flumph! It was the best creature in the book. That’s what I think.”

My son: “I think that I love this book. All kinds of kids should read it. I think most would love it, too! Especially if they already like D&D and RPGs and things. I think that it is fun and I’m going to read it a lot!”

“Monsters & Creatures is a refreshing new take on the world and lore of D&D, sure to delight young readers, spark their imagination, and inspire them to tell stories of their own. Cover to cover it’s great fun.”

Warriors & Weapons


Warriors & Weapons: A Young Adventurer’s Guide is an illustrated introductory guide to the many kinds of warriors you can create in Dungeons & Dragons, along with the weapons, armour, and adventuring gear that they’ll make use of. Featuring one-of-a-kind content and over sixty new illustrations, this book gives young adventurers the information and inspiration they need to create their own characters.

Warriors & Weapons begins with a quick introduction that makes it clear that this book is meant to help the reader and their friends make characters of their own. The rest of the book is divided into three major sections: fantasy races, character classes, and equipment. There’s a large array of fantasy races covered in this book — most I expected to see included, but a few were surprises that I knew of but didn’t expect to make the cut. Each race is covered in two side-by-side pages. It starts with new art and a few questions that can help kids figure out if they’ll like playing that race. You’ll also find information on their age, size, attributes, and a few paragraphs about the race and how they act or fit into the world. The races included in this book are human, dwarf, elf, gnome, half-elf, half-orc, halfling, dragonborn, kenku, tabaxi, tiefling, and tortle.

Gnome

Warriors & Weapons is a book about warriors. It should come as no surprise then, that not all of the character classes are covered in this book. The martial classes are included. That means there are six classes covered in the chapter on classes: barbarian, fighter, monk, paladin, ranger, and rogue. Each class entry contains a few questions that can help kids figure out if they would enjoy making a character of that class, information on the class, its major low level abilities, and the weapons, armour, and gear they’re capable of using. Many also include information on the various archetypes, paths, and specializations available to those classes. After each class entry is a two page spread that takes a look at a famous example of that character class. These ‘legendary heroes’ include Wulfgar the Warhammer, Bruenor Battlehammer, Whey-Shu, Redclay, Minsc the Mighty, and Shandie Freefoot. The class section also includes a little flowchart that can tell kids what class they’re most like, and a short section on character backgrounds, attire, details, inspiration, and flaws.

The Equipment section takes a quick look at weapons (swords, polearms, other melee weapons, ranged weapons, and special weapons), armour (light, medium, heavy, and shields), survival gear, adventuring gear, tools, and some special packs for more specialized endeavours (burglar’s pack, dungeoneer’s pack, explorer’s pack, and vampire hunter’s pack). All of the weapon and armour entries talk about the pros and cons of utilizing items of that types, and showcases a few popular versions. The other equipment entries talk about the purpose of different kinds of gear, being prepared for your adventures, and why selecting the right equipment for your character is important. Finally, this section also contains a quick monster entry about the terrifying… rust monster!

Survival Gear

The book ends with a few comments about how you can use your characters to tell stories of your own, and a quick blurb about Dungeons & Dragons and how to get involved in the game. Most of the information on these back few pages is the same as that contained at the end of Monsters & Creatures.

The verdict: 

My kids both adored this book. They love flipping through the races and classes, answering the questions, and making up characters. My daughter particularly enjoys the flowchart that helps you pick out the class you’re most like, and has spent a lot of time making up her own quizzes to determine our race and class. She often sits down beside me, flips open her book, and announces, “Mama! Pick a race!” I cannot stress enough how much she enjoys using this book to make characters and character concepts. My son really enjoys reading about the legendary heroes, with both of my kids agreeing Minsc the Mighty and his hamster Boo are the coolest characters in the book. (I’m pretty sure Boo the hamster would win in a popularity contest between the two of them around here, haha). When it comes down to it, I think they enjoy the sections on races and classes more than the section on equipment. Warriors & Weapons is, without a doubt, a book that has sparked my kid’s imaginations. It’s inspired them to create characters, make stories, and share their ideas with the people around them. With a few flips of the page they imagine themselves heroes. And what could be better than that? This book is sure to have a place on my kids’ bookshelves for years to come.

My daughter: “I loved this book! Especially the little chart! It’s so much fun! It was a great book and I give it two thumbs up!”

My son: “Warriors & Weapons was pretty much as good as Monsters & Creatures, but I liked Monsters & Creatures better. I love how it lets you make your own characters with races and classes. The legendary characters were the coolest part. Especially Whey-Shu and Boo.”

“Warriors & Weapons is, without a doubt, a book that has sparked my kid’s imaginations. It’s inspired them to create characters, make stories, and share their ideas with the people around them. With a few flips of the page they imagine themselves heroes. And what could be better than that? This book is sure to have a place on my kids’ bookshelves for years to come.”


My family and I had an absolute blast with these books. Monsters & Creatures and Warriors & Weapons have both been read a lot by my kids, and I expect them to continue to see heavy use in the future. My kids have already decided they would each like their own copies, so they’re saving up their money to pick up an extra copy of each book. We’re very excited to hear there’s more Young Adventurer’s Guides on the horizon, and will definitely be picking up a copy (or two) of Dungeons & Tombs and Wizards & Spells when they come out.

We’d like to give a special thanks to Penguin Randomhouse Canada for sending us advance copies for review.

Thanks for stopping by d20diaries! We’ll chat again soon.

Jessica

 

Chronicle of Legends

Pathfinder Player Companion - Chronicle of Legends
Pathfinder Player Companion: Chronicle of Legends

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.

Introduction - Illustration by Nathanael James
Illustration by Nathanael James. Art courtesy of Paizo Inc.

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.

Ritualist - Illustration by Alyssa McCarthy
A ritualist. Illustrated by Alyssa McCarthy. Art courtesy of Paizo Inc.

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.

Dwarf Capstone - Chronicle of LegendsWhich 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.

Arcane Archer - Illustration by Alyssa Michele Giorgi
An arcane archer. Illustration by Michele Giorgi. Art courtesy of Paizo Inc.

…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 blog for 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!).

Shop smart!

Jessica

 

Oblivion Oath Premiere Tomorrow!

Last month Paizo announced a the launch of a liveplay campaign that will feature the new Pathfinder Second Edition ruleset! Launching on April 4th and featuring Paizo staff members, this liveplay will be our first glimpse at the newly updated Pathfinder Second Edition rules.

GMed by Paizo’s Director of Game Design, Jason Bulmahn, the liveplay is called Oblivion Oath and will air live on Paizo’s twitch stream every Thursday at Noon Pacific for one hour. Episodes will go up on Paizo’s Youtube Channel a few days later. Each week since the announcement the players have sat down with Dan Tharp, producer of the show, to describe their characters and answer questions. The final character reveal happened  last week and tomorrow marks the premiere of the Oblivion Oath campaign! Oblivion Oath will continue for an indetermined length of time.

Jason Bulmahn will be joined by four lucky Paizo Staffers, Gabe Waluconis (Paizo’s Project Manager) will be playing an Iruxi (lizardfolk) rogue named Zel. Katina Davis (from Paizo’s Customer Service Team) will be playing Zel’s best friend Mykah, a gnome wizard. Sara Marie (Customer Service and Community Manager) will be playing Carina Whisperbane, a runaway dwarf Redeemer Champion of Pharasma (Champion is the new term for Paladin, which can be of any good alignment. Paladins are LG Champions, Redeemers are NG Champions, and Liberators are CG Champions). And finally, Owen K.C. Stephens (Starfinder Design Lead) will be playing Qundle, a Celestial blooded goblin sorcerer capable of using divine magic and possessing a deep love of pickles. Unlike the previous Doomsday Dawn livestream, Oblivion Oath is meant to be a character driven liveplay that features the same players and characters week after week. Although it is sure to feature spoilers about the upcoming Second Edition rules, it’s not intended to teach viewers how to play Second Edition. It’s about story, and the characters helping to drive it.

Oblivian Oath
The characters of Oblivion Oath! From the left: Zel, Mykah, Carina Whisperbane, and Qundle. Illustrated by PxelSlayer. Art courtesy of Paizo Inc. 

Oblivion Oath takes place in Golarion in the year 4719, which makes it concurrent with the events of the final Pathfinder First Edition Adventure Path: Tyrant’s Grasp. Oblivion’s Oath is said to feature a glimpse at that AP, but not spoilers. Instead, it will be it’s own story.

“Four unlikely heroes set sail from the port of Vellumis aboard the Sleepy Sea Cat, a slow-moving barge sailing the waters of Lake Encarthan,” Jason Bulmahn revealed on Paizo’s blog. “Packed with travelers and cargo, Captain Heliana Ironeye assures everyone of a smooth journey north to Ustalav before turning south and making for the elven port of Greengold, but tensions aboard remain high. Terrifying rumors out of the west, combined with fires throughout the city have set folk on edge, and the barge contains more than a few eager to put Lastwall behind them. In the case of our heroes, that could not be more true…”

For more information on Oblivion Oath cast and characters check out Paizo’s Twitch Stream or Youtube Channel! A list of the current episodes it at the bottom of this post. Be sure to tune it to Paizo’s Twitch Stream weekly on Thursdays at Noon Pacific to watch Oblivion Oath live! The premiere is tomorrow!

We’ll see you there!

Jessica


Current Oblivion Oath Episodes:

Be sure to check out the premiere episode tomorrow on Twitch!

The D&D Young Adventurer’s Guides

A new series of Dungeons and Dragons books aimed at children is scheduled to launch this summer! The D&D Young Adventurer’s Guide series is written by Jim Zub, Stacy King, and Andrew Wheeler, and published by Ten Speed Press (a part of the Crown Publishing Group). The series begins with two simultaneous releases on July 16th, 2019: ‘Monsters and Creatures‘ and ‘Warriors and Weapons,’ both of which are already available for pre-order. There are two more books in development that are scheduled to be released in Fall 2019 (Dungeons & Tombs and Wizards & Spells) and, if they’re popular enough, there may be more beyond that in the future. The D&D Young Adventurer’s Guide series are intended for middle-grade readers (ages 8-12) and meant to inspire these young readers to read, write, create, imagine, and of course, play D&D.

Dungeons & Dragons - Monsters & Creatures - A Young Adventurer's Guide
Monsters and Creatures: A Young Adventurer’s Guide

Monsters and Creatures: A Young Adventurer’s Guide is an illustrated guide to the many beasts of Dungeons and Dragons. Featuring one-of-a-kind entries for some of its most memorable monsters, and over 60 brand new illustrations, this book is sure to ignite the imagination of young readers (my kids can’t wait!). Creatures are sorted by the regions they call home, beginning with underground creatures, moving up onto the surface with aquatic, field, graveyard, forest, and mountain dwelling creatures, and finally ending with airborne monsters. Each monster profile contains information on the size of each beast, its danger level, and tips for how to survive an encounter with one. This book also features “introductory ‘Encounter’ stories so readers can practice the problem-solving skills they’ll need to fight these monsters when they play a D&D adventure of their own.” Awesome!

Dungeons & Dragons - Warriors & Weapons - A Young Aventurer's Guide
Warriors and Weapons: A Young Adventurer’s Guide

Warriors and Weapons: A Young Adventurer’s Guide is an illustrated introductory guide to the many kinds of warriors you can create in Dungeons and Dragons, along with the weapons, armour, and adventuring gear that they’ll make use of. Featuring one-of-a-kind content and over sixty new illustrations, this book gives young adventurers the information and inspiration they need to create their own characters. It includes “sample profiles, a flowchart to help you decide what type of warrior to be, and brainstorming challenges to start you thinking like an adventurer whether on your own or in the midst of an exciting quest with friends and fellow players.” It’s important to note that this book is NOT a replacement for the D&D Player’s Handbookand does NOT contain game mechanics or rules. It lays out the major concepts in a way that easy to understand, approachable, and engaging. It’s meant to inspire creativity, without overwhelming readers with rules.

“These books have beautiful art, concepts, and stories to engage readers and get them thinking first and foremost about their character and the places they’re going to adventure in without any rules for them to worry about. It’s a creative toolkit focused on character and story,” Jim Zub was quoted as posting on twitter. “Give these books to a new player, get them excited about the possibilities, and then bring them to the gaming table to show them how those concepts and ideas flourish with a roll of the dice. […] We really hope that experienced Dungeon Masters will embrace these books as a way to introduce D&D to their kids or their friends and that schools/libraries will see them as a fun and engaging way to encourage creative writing!”

My kids are thrilled with this news. (Yet another reason for them to look forward to the summer! Haha!). I can’t wait to see what they look like up close.

Jessica

 

Ghosts of Saltmarsh and the Sinister Silver Edition!

The newest issue of Dragon+ is out, and with it details on the next D&D hardcover adventure book: Ghosts of Saltmarsh! Due out May 21, Ghosts of Saltmarsh is a collection of seven nautical and coastal themed adventures that take characters from levels 1-12. These adventures can be run separately or as one larger campaign. The adventures contained in this volume are all previously published adventures which have been lovingly adapted to fifth edition D&D (including some of the most popular first edition and Dungeon Magazine adventures). Adventures in Ghosts of Saltmarsh include:

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

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

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

Ghosts of Saltmarsh
Ghosts of Saltmarsh

Looking good!

Jessica

Oblivion Oath Announced!

Paizo announces a brand new liveplay campaign that will feature the new Pathfinder Second Edition ruleset! Launching on April 4th and featuring Paizo staff members, this liveplay will be our first glimpse at the newly updated Pathfinder Second Edition rules. Exciting stuff!

GMed by Paizo’s Director of Game Design, Jason Bulmahn, the liveplay is called Oblivion Oath and will air live on Paizo’s twitch stream every Thursday at Noon Pacific for one hour. Episodes will go up on Paizo’s Youtube channel a few days later. Each week between now and launch players will take to the stream to describe their characters and answer questions, culminating in the premiere episode on April 4th. Oblivion Oath will continue for an indetermined length of time.

Jason Bulmahn will be joined by four lucky Paizo Staffers, Gabe Waluconis (Paizo’s Project Manager), Katina Davis (from Paizo’s Customer Service Team), Sara Marie (Customer Service and Community Manager), and Owen K.C. Stephens (Starfinder Design Lead). Unlike the previous Doomsday Dawn livestream, Oblivion Oath is meant to be a character driven liveplay that features the same players and characters week after week. Although it is sure to feature spoilers about the upcoming Second Edition rules, it’s not intended to teach viewers how to play Second Edition. It’s about story, and the characters helping to drive it.

Oblivion Oath takes place in Golarion in the year 4719, which makes it concurrent with the events of the final Pathfinder First Edition Adventure Path: Tyrant’s Grasp. Oblivion’s Oath is said to feature a glimpse at that AP, but not spoilers. Instead, it will be it’s own story. Oblivion’s Oath is set in the port city of Vellumis in Lastwall and begins with our (as yet unknown) PCs determined to gain passage on a barge out of the city. The barge in question, Sleepy Seacat, is scheduled to make it’s way clockwise around Lake Encarthan, heading for Caliphas (and skipping Razmiran).

And from there?

We’ll have to wait and see.

For more information on the Oblivion Oath Liveplay tune in to Paizo’s Twitch Stream weekly on Thursdays at Noon Pacific! We’ll see you there!

Jessica

Tyrant’s Grasp

Today we’re taking a look the Tyrant’s Grasp Adventure Path, a six-part survival horror campaign for the Pathfinder Roleplaying Game that is currently available for pre-order. This 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.


Tyrant's Grasp - Player's Guide
Tyrant’s Grasp Player’s Guide.

A wonderful Player’s Guide for Tyrant’s Grasp was recently released, which is 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. It explains that this is a campaign where terrible tragedies will occur, and you won’t always be able to prevent them. Often you’ll be in dire situations with limited resources, so players will need to be resourceful to survive. In addition, the Tyrant’s Grasp Player’s Guide offers suggestions for thematic archetypes, prestige classes,   bloodlines, mysteries, patrons, favoured enemies, and favoured terrains. It points out useful feats, skills, traits, and languages. It lists local animals that could make good choices for familiars and animal companions. It touches on each of the major races and religions in the area and where they fit into Lastwall’s society. Finally there’s a list of unique campaign traits that player’s can select for this campaign, and a short primer on Lastwall, the country where this adventure path is (partly) located.

 


Pathfinder Adventure Path Tyrant's Grasp The Dead Roads
Pathfinder Adventure Path: The Dead Roads (Tyrant’s Grasp 1 of 6) by Ron Lundeen.

The Dead Roads

The Tyrant’s Grasp Adventure Path begins with Pathfinder Adventure Path: The Dead Roads (Tyrant’s Grasp 1 of 6). Written by Ron Lundeen, The Dead Roads is an adventure intended for first level characters, which should bring PCs up to level four by its conclusion. This adventure begins when the PCs awaken already defeated in the Boneyard, a land where the dead go to be judged. There’s just one problem… They’re not dead. Trapped inside a tomb that doesn’t belong to them, they’ll need to escape, figure out what happened to them, and find a way to return home. But, how could one possibly escape the land of the dead?

PCs will get to interact with psychopomps, a type of outsider native to the Boneyard who work to ensure that the processing of souls is done accurately and efficiently. Typically functioning as guides for the souls of the deceased, the psychopomps are confused over what to do about the mysterious PCs. Players will need to maneuver their way through psychopomp politics and travel the Dead Roads, a secret path that connects the Boneyard to the land of the living. If they can, they just might make it home.

In addition to The Dead Roads adventure, this volume contains a few articles and a bestiary of new creatures. Matt Morris shares “tips, tools, and tricks drawn from the Boneyard and its grim denizens,” Mikhail Rekun discussing four races with connections to death, dusk walkers, mortice, shabtis, and my personal favourites, dhampir. Finally, Crystal Frasier wrote a timeline for the events leading up to the Tyrant’s Grasp Adventure Path, which will be invaluable for GMs. New monsters in this book all have ties to death and the Boneyard, and are written by Ron Lundeen, Kyle T. Raes, and Mike Welham.


Tyrant's Grasp - Eulogy for Roslar's Coffer - .Jason Keeley
Pathfinder Adventure Path: Eulogy for Roslar’s Coffer (Tyrant’s Grasp 2 of 6) by Jason Keeley.

Eulogy for Roslar’s Coffer

Pathfinder Adventure Path: Eulogy for Roslar’s Coffer (Tyrant’s Grasp 2 of 6) is written by Jason Keeley and is intended for fifth-level characters. Having returned to the land of the living, the PCs find themselves in the ruins of Roslar’s Coffer, which was destroyed by a super-weapon known as Radiant Fire. Here the dead walk, creatures are corrupted, the very air is a toxic fog, and cultists of the Whispering Way stalk the streets. You’ll need to escape the town and warn the rest of Lastwall about the events that have occurred!

In addition to the adventure itself, this book contains articles on Arazni the Red Queen (written by Lyz Liddell), mercantile groups in the Lake Encarthan region (written by Eleanor Ferron), and the Whispering Way (by Crystal Malarsky). New creatures in the bestiary are written by Sarah E. Hood, Luis Loza, Jen McTeague, and Mikhail Rekun.


Tyrant's Grasp - Last Watch - Larry Wilhelm
Last Watch (Tyrant’s Grasp 3 of 6) by Larry Wilhelm.

Last Watch

Pathfinder Adventure Path #141: Last Watch (Tyrant’s Grasp 3 of 6) is written by Larry Wilhelm and is intended for 8th-level characters. PCs will need to travel to Vigil, capital of Lastwall, to tell the Knights of Ozem about the terrible events that occurred in Roslar’s Coffer. Unfortunately, no one believes your crazy tales. But, Vigil’s got its own problems, and if you can unravel them you just might be able to prove to them that the threat posed by the Whispering Tyrant and his agents is real.

Further content in this volume include articles on the threats of the Negative Energy Plane (written by Patchen Mortimer), the Seal-Breakers (written by Greg A. Vaughan), and relics from the Shining Crusade (written by Alexander Augunas). New creatures in the bestiary are fearsome monsters and undead hordes, written by Mike Headley, Isabelle Lee, Meagan Maricle, Kendra Lee Speedling, and Larry Wilhelm.


Gardens of Gallowspire

Pathfinder Adventure Path #142: Gardens of Gallowspire (Tyrant’s Grasp 4 of 6) is written by Crystal Frasier and intended for 11th-level characters. In it the players will enter the haunted lands of Virlych to confront the Whispering Tyrant before he can escape Gallowspire, regain his former power, and lay waste to the world. Extra content in this volume include articles on extra missions that can be accomplished in Lastwall, the ecology of carnivorous plants, and witchgates. Although new creatures will be included in the bestiary, further details have not yet been announced.


Borne by the Sun’s Grace

Pathfinder Adventure Path # 143: Borne by the Sun’s Grace is written by Luis Loza and is intended for 14th-level characters. Saved from doom by Arazni, the Red Queen, the PCs find themselves in Arcadia where they’ll get to examine the legacy left behind by both Tar-Baphon the Whispering Tyrant and Aroden the deceased god of humanity. Here there are new alliances to forge, secrets to uncover, and new lands to explore. Additional content in this volume includes an extra large article on the region of Arcadia where Borne by the Sun’s Grace occurs, an article on a psychopomp usher, and new monsters.


Midwives to Death

Pathfinder Adventure Path #144: Midwives to Death (Tyrant’s Grasp 6 of 6) is the epic conclusion to the Tyrant’s Grasp Adventure Path. Written by John Compton, this adventure is intended for 16th-level characters. Your PCs return to the Inner Sea only to discover that the Whispering Tyrant is leading his armies against Absalom, in an effort to seize the Starstone for himself and become a god! They’ll have to battle his allies, turn his super-weapon against him, and destroy him for good! The events of this Adventure Path are world-shaping, said to bring about “dramatic changes to Golarion.” Additional content in this volume include an article “showcasing the final material written by Paizo’s developers for the first edition of the Pathfinder RPG.”

Its going to be epic!


An Ending

And with that we come to the end of the Tyrant’s Grasp Adventure Path, and the end of Pathfinder 1st Edition. Or rather, we come to the beginning. At the end of this month the first volume of Tyrant’s Grasp will be in our hands and we’ll get to create characters that can embark on this epic adventure to save Golarion. With the conclusion of this adventure path, we’ll transition to a new edition of the game. A new way to play in the world that we all know and love.

“Times they are a-changin,’ ” and I can’t wait to see how this adventure path leads us into the future.

Jessica

 


EDIT: Be sure to check out the Tyrant’s Grasp trailer!

Pathfinder Adventure Card Game: Revamped!

pathfinder adventure card game core set
Sneak peek of the upcoming Pathfinder Adventure Card Game: Core Set! Awesome!

Exciting news from Paizo this week as more spoilers and sneak peeks for the Pathfinder Adventure Card Game were shared with the world.

For those of you who don’t know, the Pathfinder Adventure Card Game is a cooperative strategy card game that allows 1 to 6 players to take on the role of heroes and pits them against monsters, traps, henchmen, and villains. Players will also have the opportunity to discover treasure, magical spells, divine blessings, and allies, as they struggle to complete their goals. “Each player has a unique character composed of a deck of cards and a set of stats. Roleplayers will find the stats very familiar—characters have classes such as fighter, wizard, and rogue, as well as numbers that define strength, dexterity, intelligence, etc.” Over time you’ll customize your deck and character, either by earning new rewards, or by buying Character Add-On Decks (there’s a whopping twenty-seven of these, by my count!). To begin play you need one of the Base Sets, each of which includes the first chapter of an adventure path and all the cards you need to play it. Once you’re done the Base Set you can continue with follow up Adventure Decks, which continue the story for yours characters. Base Sets currently include Rise of the Runelords (along with it’s five Adventure Deck expansions: The Skinsaw MurdersThe Hook Mountain MassacreFortress of the Stone GiantsSins of the Saviors Deck, and Spires of Xin-Shalast), Skull and Shackles (along with it’s five Adventure Deck expansions: Raiders of the Fever Sea, Tempest Rising, Island of Empty EyesThe Price of Infamy, and From Hell’s Heart), Mummy’s Mask (along with it’s five Adventure Deck expansions: Empty GravesShifting SandsSecrets of the SphinxThe Slave Trenches of Hakotep, and Pyramid of The Sky Pharaoh), and Wrath of the Righteous (along with it’s five Adventure Deck expansions: Sword of ValorDemon’s HeresyThe Midnight IslesHerald of the Ivory Labyrinth, and City of Locusts).

But, there’s changes coming to the Pathfinder Adventure Card Game! Lots of changes!

Last year it was announced that the Pathfinder Adventure Card Game was getting revamped. Not rebooted, mind you. All of your old cards will still work with new ones. But, updated.

Why?

In short, they want to make the game better, faster, and smarter. When asked what challenges the game faces, Mike Selinker explained the following issues:

  • “The game is a bit too slow in all phases: how long it took to set up, how long it took to take a turn, how long it took to tear down. We looked for solutions that sped up everything, even if we gained just a few seconds here or there.”
  • “For a game set in one of the most expansive fantasy worlds ever made, we gave you too little story. The opportunity we had to tell stories was mostly limited to tiny boxes on the backs of cards, and conveyed very little of the depth the orignal storytellers had given us.”
  • “Though we tell many different stories, the game often gives off a feeling of sameness.”
  • “Groups of players get varying experiences by group size. A solo character is less likely to run out of time and more likely to die; the reverse is true for large groups. While that’s fine, giving people the ability to toggle those variables seemed smart.”
  • “Many cards have complicated text. We’ve piled template upon template, sometimes requiring three or four powers on a card before we started making it interesting. Certain card types like armors and spells got burdened in ways we never envisioned.”
  • “Some sets were easy and some were hard, but regardless there was no way to control difficulty. If you wanted to make the game harder, you were on your own. We will benefit from giving players controls for this.”
  • “For a cooperative card game, the game is often not interactive enough. When you want to help your friend, the game generally tells you that you can’t unless you have a card that does so. It’s a co-op game, so it should feel more cooperative.”

They’ve come up with a lot of ways to solve these problems and over the last few months they’ve shared some of the results with us. Further changes and details will continue to be released up until the release of the Core Set this summer. So what do we know so far?

The game boxes will be smaller. The Core Set will measure 9″ x 12″ with Adventure Paths measuring 7.5″ × 9″. That’s a huge improvement!

The story your players go through in each game will be focused on more, and made much more clear. Personally, I’m thrilled for this change, as it’s the rich stories and worlds which drew me to Pathfinder in the first place. Inspired by the exciting stories of the Pathfinder Adventure Card Game Guild, they’re getting rid of Adventure Path, Adventure, and Scenario cards, and creating a storybook instead, which will have much more story and content. Each scenario will have a two-page spread in the 5.5″ x 8.5″ storybook. For the Core Set this storybook will be 24 pages long. Curious what this would look like? Check below!

sample story - core set - adventure 1 - welcome to belhaim - scenario 0 - rumble road
An unfinished sample of Scenario 0 from the Core Set Dragon’s Demand Adventure Path. Image courtesy of Paizo Inc.
PZO6040-StorybookSpread
A finished sample of Scenario 1C from the Core Set Dragon’s Demand Adventure Path. Image released during PaizoCon 2019, courtesy of Paizo Inc.

There’s also going to be a variety of ways for you to change the difficulty and length of your games — which is awesome! As a player with young kids, this is a must have for everyone to enjoy the game. Shockingly, my kids don’t like dying all the time. Haha. To aid with this you’ll have the ability to use small, medium, and large locations, and you’ll be allowed to add or remove cards from the Blessings Deck, which is now going to be called the Hourglass. They’ve also added Wild Cards, which can alter scenarios and affect difficulty.

This past week they unveiled some further changes which highlight how they’re streamlining and simplifying the game, it’s text, and its rules. This would make it easier to understand, play, and would fix up any known rules quibbles and difficulties. Simple, right? Not so! That’s a ton of work and much easier than it sounds! Haha. New key words have been added to the game which allowed them to get rid of a lot of repetitive and confusing text that appeared on the cards. Reload, Local, Distant, Hour, Hourglass, and Vault are among some of the new terms. But, you can bet there’s plenty more where that came from. Other terms, like Basic and Elite, were removed from the game. The rulebook will contain a glossary, for ease of reference, and some notes on how to use cards from generation one that feature removed terms.

Want a sneak peek at some of the new cards? Below are some examples of what Paizo has shared with the public so far.

Looking good!

So, how is this going to affect the actual products we’re buying? For starters, all you need to play is the new Core Set.

pathfinder adventure card game core set

The core set contains 440 cards and is based on the mega-module Dragon’s Demand, an adventure that sees your players stranded in a small town called Belhaim. Shortly after arriving an old tower in town collapses, some kobold corpses turn up, and the town wizard goes missing. In time they’ll see there’s more going on here than meets the eye, and face off against a legendary dragon who was supposedly killed long ago. The Core Set allows 1-4 players to play. It contains 12 character pawns of the Iconic Classes (the eleven Core Iconics, plus Fumbus the new Iconic Alchemist), a set of dice, tokens for tracking scourges, a quick start guide, a rulebook, and the storybook for running the Dragon’s Demand Adventure Path. In addition to the cards needed for Dragon’s Demand, the Core Set also contains “a modular core for infinite scenarios that allows you to control the difficulty and speed of play.” Colour me intrigued!

In addition, they’ll continue to release Adventure Paths. To play, you mix the cards from the Adventure Path in with the Core Set, and you’re good to go. Want to play a different Adventure Path? Just mix the Core Set with a different Adventure Path. This will even work with the previous Adventure Path releases, like Rise of the Runelords. As an added bonus, this allows you to play with a fifth and sixth player (if you so choose). And the first Adventure Path they’re releasing? Curse of the Crimson Throne, which is one of my very favourite Adventure Paths. So exciting!

pathfinder adventure card game - curse of the crimson throne

This one Adventure Path release contains the entirety of the Curse of the Crimson Throne Adventure Path. Yup! No more multiple expansions needed. Just this one box and the Core Set. Awesome! It contains 550 cards, a 48-page storybook, and four new character pawns (Hakon the skald, Kess the brawler, Quinn the investigator, and Varian Jeggare the wizard). It’s going to be awesome!

Want to read more about the changes? Click on the following links to read the full spoilers on Paizo’s website: Designing the Next Pathfinder ACG, Injecting Story into the Pathfinder ACG, Varying Challenge in Pathfinder ACG, and Rethinking Complexity in Pathfinder ACG: Part One. More details will be released in the coming months.

Can’t wait to get your hands on the Core Set and Curse of the Crimson Throne? Neither can I! Preorders are expected in May 2019.


UPDATE: The Pathfinder Adventure Card Game is OUT! You can also download a free copy of the rules from Paizo here! Want to buy a copy? Check out the links below!

Pathfinder Adventure Card Game: Core Set

Pathfinder Adventure Card Game: Core Set (direct from Paizo)

Pathfinder Adventure Card Game: Curse of the Crimson Throne Adventure Path

Pathfinder Adventure Card Game: Curse of the Crimson Throne Adventure Path (direct from Paizo)

Free RPG Day 2019 Products Announced!

Exciting news from Paizo as their upcoming releases for Free RPG Day 2019 have just been announced!

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 will be held on June 15, 2019, with Paizo’s free downloads of the PDFs being available on July 1, 2019. So what are they bringing to the table this year?

For starters, 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! It sounds like a blast! I’m absurdly excited for this!

skitter crash - free rpg day 2019

Their second release is called We Be Heroes and will be a Pathfinder Playtest adventure, using the final version of the Playtest rules. This adventure will not grant Playtest Points, but will instead provide players with a chronicle they can apply to a second edition Pathfinder Society character once the new edition is released. 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! I’m excited to give this one a read.

we be heroes? free rpg day 2019

For more information on Free RPG Day, check out the official website! They’ll have more information up in the coming months. Got any stories about previous Free RPG Days you want to share? Let us know in the comments!

Jessica

We Be (Good) Goblins
My daughter’s reaction when she realized goblins would be a playable races in Pathfinder Second Edition. Guess her dreams just came true!

Alien Archive 2

For my birthday yesterday my family gifted me a wonderful book I’ve been itching to get my hands on: Starfinder Alien Archive 2! And what better way to celebrate than to share it with all of you? So today we’re taking a deep dive into the latest Alien Archive! Ready?

Let’s go!

Starfinder Alien Archive 2
Starfinder Alien Archive 2

Alien Archive 2 is an awesome supplement book for the Starfinder Roleplaying Game. This book has a hardcover, and is 159 pages in length. It’s got an American cover price of $39.99, which means that if you’re Canadian (like myself), you’re looking at a cost of around forty-five to fifty dollars for the book online, or up to sixty in your local game store. It’s currently on sale for around $32 Canadian on that handy link I posted, so I highly recommend picking it up cheap while you can.

At it’s core, Alien Archive 2 is a book of monsters. You’ll find a ton of creatures to fight and ally with inside this book, as well as some new player races. The book is easy to use, adaptable, and well organized. It also has some new character options, like new spells, equipment, and feats, scattered amongst the monster entries.

The Alien Archive features lovely cover art by Remko Troost which depicts a glitch gremlin, a mi-go, and a trox. The inside front and back covers feature an image of the Pact Worlds. After that we come to the table of contents. Alien Archive 2 has sixty-five distinct monster entries inside it, many of which have more than one stat block or variation of that creature, making the actual number of foes inside larger than it seems (around one hundred and twenty-six by my count). Of these, sixteen are playable as character races. There are also three starships, and twenty-six template grafts.

Combatant
Combatant

After the table of contents we reach the introduction. This is where we learn how the races are oriented, and how to read a stat block. While most of this is basic information that only a player new to d20 games will need to read, some of the information is quite important. Of course, all of this will be business as usual for owners of the first Alien Archive.

Expert
Expert

Each of the stat blocks inside the Alien Archive is sorted into one of  three categories: combatants (which excels in physical combat), experts (who are most effective with skills), and spellcasters (who rely on spells or spell-like abilities). These categories are represented by an icon in the left margin. These images are easy to distinguish and provide a quick and easy way for GMs to realize the role each monster plays in combat, which makes it super easy to find the type of creatures your looking for, or to quickly discern a creature’s tactics.

Spellcaster
Spellcaster

There’s also a few interesting things to note about the stat blocks themselves. Very few of the creatures inside have Resolve Points and none have Stamina Points. A creatures ability scores aren’t listed, instead, their stats show their ability modifiers. This is a simple change that will make it easier for GMs — especially new GMs — to handle unexpected situations (like unlisted skill checks) in combat. Not all of a creatures feats are listed in their entry. Instead, only feats that grant new combat options will be shown. Feats that grant static bonuses (like improved initiative, or skill focus) are already factored into the stat block and will not be listed anywhere at all. This really streamlines the stat blocks, and makes it easier to find important information fast. Similarly, not all of a creature or NPCs spells will be listed in a stat block. Instead, it only features their most powerful spellcasting options.

PZO7105
Starfinder Alien Archive

Every one of the bestiary entries in this book is two side-by-side pages long. These entries include information on the creature, where they’re found, their use throughout the Pact Worlds, and their society — if they have one. Many of the entries include more than one stat block on a theme. For example, the Forman entry gives us stats for a CR 7 taskmaster, along with a CR 10 myrmarch. Similarly, the akata entry features the both the akata and the void zombie, which are controlled by its parasitic offspring. Some entries include many stat-blocks (such as the herd animals, predators, and dinosaurs) or include simple grafts that can be added to a featured creature to make it into other versions (such as metallic and outer dragons). Many of the archive entries introduce new gear, rules, or consumables. My personal favourites include the arquand horns found on the arquand gazelle’s entry, the glass skin of the glass serpent, and the apocalypse solarian weapon crystals from the living apocalypse.

Alien Archive 2 - Glass Serpent -Armor
Armour made from a Glass Serpent

After this we come to the meat of the book: the aliens archive itself. There are a ton of cool creatures in this book, and even some that I wasn’t sure I’d like on first perusal, I ended up really enjoying. Some of my favourites you should check out include the squox, a CR 1/3 or 1 creature which is utterly adorable and makes a fabulous pet. I also adored the adaptable entries on dinosaurs, herd animals, and predators, each of which comes with a sample stat block for a creature of each size, followed by simple rules for how to make an innumerable combination of custom creatures of those types. It’s simple, incredibly useful, and has awesome art. LOVE IT. Glitch gremlins were a fun low level challenge I also really enjoyed, as were the akatas, which I’m thrilled to see included. For a great high-level challenge check out the calecor and the living apocalypse.

PZO7403
Starfinder: Alien Archive Pawn Box

Mixed amongst the monster entries are sixteen playable races. Each entry features two different CR stat blocks representative of their race, a bunch of interesting information on their societies and home worlds, and a side bar which include the rules for playing them as a race. Although many of these were ‘humanoid shaped’, with arms and hands or some sort, there were some which were not, most notably the mollusk-like embri, and the  silicon-based quorlu. This was just awesome to see, and I really enjoyed it! Some of the races and monsters from old Golarion were up for selection, including aasimar, tieflings, ghorans, hobgoblins, orcs, and trox,  but many were brand new. I honestly loved a TON of these races, but my favourite new additions are damai, osharu, pahtra, and the wolf-like vlaka.

Curious about the playable races available in this book? Well, look no further! The Alien Archive includes:

  • Aasimar: celestial blooded humanoids you’ll find under ‘planar scion’
  • Bolida: armoured burrowing arthropods with a wide array of senses
  • Damai: pale, scrappy humanoids forced to hide underground from the colossi they share their world with
  • Embri: masked, mollusk like aberrations with a rigid social order secretly controlled by the forces of hell
  • Ghoran: delicious plant beings from Golarion who have terraformed their own planet-paradise and genetically split into two subraces: oaklings and saplings
  • Hobgoblin: tall, war-mongering, militaristic humanoids with faces similar in appearance to goblins
  • Kanabo: a red-skinned oni, which is a type of evil spirit given a physical form
  • Orc: strong humanoids conditioned as slave labour by the drow of Apostae
  • Osharu: slug-like creatures that view religion and science as intertwined
  • Pahtra: asexual cat-like humanoids that adore music and battle
  • Phentomite: agile humanoids acclimated to thin atmospheres and high altitudes that live on a broken planet
  • Quorlu: silicon based quadrupeds with tentacle arms and eyestalks capable of digging through earth and stone
  • Tiefling: fiendish blooded humanoids you’ll find under ‘planar scion’
  • Trox: large, chitinous, gentle humanoids that have been magically transformed since their time on Golarion
  • Uplifted Bear: intelligent, bipedal bears that you’ll find under ‘bear’
  • Vlaka: wolf-life humanoids from a dying world often born deaf or blind

Past the statistics for all those snazzy new aliens we come to the Appendixes, of which there are eleven. Appendix One contains two pages of creature subtype grafts and Appendix Two contains two and a half pages of environmental grafts. Appendix Three contains rules for the polymorphing creatures. This section is around seven pages long and frankly, feels quite complicated to me. Definitely not something my kids could use. Appendix Four contains all of the universal creature special abilities. Appendix Five, Six, and Seven are very short, sorting the creatures in the Alien Archive 2 by CR, type, and  terrain. Appendix Eight lists the template grafts and the pages they can be found on, while Appendix Nine lists the new character options and gear and the pages they can be found on.  Appendix Ten contains a chart of average vital statistics for all playable races from Alien Archive, Alien Archive 2, and for the Legacy Races from the Starfinder Core Rulebook. Finally, Appendix Eleven is a list of the playable races and their page numbers.

StarfinderCover
Starfinder Roleplaying Game: Core Rulebook

That’s it. We’ve come to the end of the Alien Archive 2.

And what did I think?

In short: I loved it. Alien Archive 2 is packed full of a wide array of monsters and cool races. Many of the stat blocks are highly adaptable, there’s plenty of new templates and grafts that help with monster creation, summon spells, and polymorph. There’s content in here for players and GMs. I’m supremely happy to own Alien Archive 2, and highly recommend it to fans of Starfinder!

Want a sneak peek at some of the playable races? Check out the image below! Got a favourite creature from Alien Archive 2? let me know in the comments!

Until next time,

Jessica

 

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