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.
Merry Christmas! Happy Hanukah! Happy Kwanzaa! Happy Yule! Happy Holidays! And if you’re currently celebrating a holiday I haven’t mentioned, then happy that, too!
We here at d20diaries would like to take the time to say to each and every one of you: thank you.
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We wish you all the best today, tomorrow, and every day afterwards.
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.
My kids love playing roleplaying games and, on occasion, they take the time to create monsters, locations, and adventures of their own. Yesterday I shared a critter created by my son for the Tails of Equestria: Storytelling Game called Mini Notes. Today, we’re taking a look at a creature made by my daughter: Sky Bunnies!
Tails of Equestria is a family-friendly RPG that’s accessible, engaging, and fun to play. Based on the popular My Little Pony: Friendship is Magic television show, Tails of Equestria emphasizes teamwork, kindness, and friendship. For more information on Tails of Equestria check out this blog post.
Body: D6 Mind: D4 Charm: D4 Stamina: 10
Talents: Consume (D8), Fly (D8)
Cute and cuddly but vicious, the nimble sky bunnies dance from cloud to cloud. They are constantly hungry and even though they love to eat ponies best they’ll swoop down from the sky and eat everything they see! They move around a lot, flying off to new places as soon as food or animals are running out.
My daughter hopes you love her ‘vicious cutie pie.’
Thanks for stopping by!
UPDATE:My Little Pony: Tails of Equestria has officially adopted my daughter’s Sky Bunnies for their Creature Feature!
My kids love playing roleplaying games and, on occasion, they take the time to create monsters, locations, and adventures of their own. Over the next two days we’re going to share a pair of critters they created for Tails of Equestria: Storytelling Game, a family-friendly RPG that’s accessible, engaging, and fun to play. Based on the popular My Little Pony: Friendship is Magic television show, Tails of Equestria emphasizes teamwork, kindness, and friendship. For more information on Tails of Equestria check out this blog post.
Today we’re showing off my son’s creation. He’s hopes you enjoy it!
Body: – Mind: D8 Charm: D4 Stamina: 6
Talents: Teeny Tiny (D6), Creative flair: music (D6), Special skill: dancing (D6)
Special: Must sing instead of speak
Mini Notes are tiny creatures that love to sing and dance. Especially brainy, they are quick, clever, and always sing instead of speak. Their love of music usually brings them to towns and cities with lots of music and festivals. In the wild they are often found near birds or whales.
He’s very proud.
Thanks for stopping by!
UPDATE:My Little Pony: Tails of Equestria has officially adopted my son’s Mini Notes for their Creature Feature!
Over a year ago my family started playing the Dead Suns Adventure Path by play-by-post. The hows and whys of our decision to play online instead of at a table in our own home, and why we started playing it in the first place, is something I’ve already written about. Suffice to say, time is a factor (it always is, isn’t it?). Time to play, time to prep, time we could be dedicating to other games or other things.
Life’s busy. But, my kids adore the Dead Suns Adventure Path. They love their characters, and have a blast playing them. So, due in no small part to the requests of both of my children, we’re finally bringing our Dead Suns campaign to a proper table! Which means, it’s time to talk Dead Suns…
Dead Suns is a six-part Adventure Path for the Starfinder Roleplaying Game that sees your PCs join the Starfinder Society, and race to gain control of an ancient super weapon before the undead Corpse Fleet or the terrifying Cult of the Devourer get their hands on it and lay waste to the galaxy! Dead Suns and its supplementary products include:
You can also check out the awesome trailer for Dead Suns below:
Dead Suns is the first campaign that was released for Starfinder, which means there’s a few kinks to iron out, particularly in regards to the difficulty of starship combat. It’s a fun, tough adventure, and my family is sure to have their hands full surviving to the end. There’s only three of them (four if we include my NPC), and my children don’t always make the most sound tactical decisions. To top it all off, my family did NOT make a balanced party AT ALL. But, you know what we did make? A goofy, group of weirdos that are a ton of fun to play.
So who are the heroes of our Dead Suns campaign?
So glad you asked!
At the centre of our team is my NPC T’Kesh. I know, I know. I’m the GM so why the heck is my character the heart of the team? For reasons I’ve already written about here! Haha. It makes sense, I swear!
T’Kesh is a red-scaled ikeshti (think of them as alien kobolds) from Akiton who, like most of her people, has a voracious appetite, a knack for surviving in the harshest of environments, and a willingness to stick pretty much anything in her mouth. She’s a hunter and a cook, and soon found she was exceptional at both. Like all ikeshti, life changed when she reached adulthood. Ikeshti who are in heat become incredibly aggressive, growing larger and angrier until they successfully mate and lay eggs. Those who cannot mate successfully turn into ravenous, violent monsters known as riveners. Luckily, T’Kesh found a mate and laid a clutch of eggs. Then, she and her mate fought to the death! (Which is absolutely normal behaviour for ikeshti parents. I blame the hormones…). TKesh won, which allowed her to become something known as a Congregant — a female ikeshti that is overcome with the need to ensure the success of her people as a whole. Not necessarily her individual eggs or young, but the whole of the ikeshti race. So T’Kesh set out to find a male brood-minder to tend to her eggs, dragged him back to her nest, and took off, heading for the nearest city. She marketed her talents at hunting and cooking, entering contests, competitions, and making home-made survival and cooking videos until she went viral. She bought herself a ship and convinced a local holo-vid station to let her have her own reality show: T’Kesh: Killer Chef! In the time since T’Kesh has travelled the Pact Worlds and beyond, surviving in harsh environments, hunting her own prey, and turning it into delicious gourmet meals. Whatever she doesn’t eat she turns into her own line of R2Es named after each episode of her show. T’Kesh: Killer Chef became a hit, allowing T’Kesh to send a hefty amount of credits back to her people.
T’Kesh is a bombastic, self-centred, resourceful ikeshti with a habit of narrating her exploits to the constantly filming video drones that follow her around. She fights with a survival knife, tactical pistol, and a sniper rifle. Mechanically, T’Kesh is an icon operative explorer that uses her surroundings to her advantage. She’s well-versed in a variety of physical, social, and survival skills, but knows next to nothing about technology.
While on Akiton T’Kesh met an SRO named Rabbot. Small in stature and rather slender, with a square squat base with large treads, a pole-like body, two stick-like arms, and two skinny antennae that stick up out of her head like the rabbit ears on an old tv, Rabbot is a bit of an enigma. She doesn’t talk about where she comes from, nor why she felt the need to work with T’Kesh. But, when T’Kesh was in need of a cinematographer for her hit show, Rabbot showed up for the job. In addition to working the cameras, Rabbot’s antennae function as a signal booster, and her torso can reconfigure itself into a small stove. Unknown to all but Rabbot, the little SRO has a hidden compartment in her forearm which contains a single, tiny, rabbit stuffed toy. Rabbot is very protective of her ‘baby’ and pets it when no one it looking. At all other times she denies its existence.
Rabbot is two and a half feet tall but can adjust her telescopic body and neck to be taller and shorter at will. Her treads allow her to be highly mobile, but make stairs and getting up onto high surfaces difficult. In such terrain Rabbot activates ‘jump mode’ which allows her to bounce up onto higher surfaces with ease and is likely the origin of her name. Rabbot has a robotic, monotone voice, and always begins every sentence with “Beep…. bop… rabbot…” making her seem rather serious and dim — which couldn’t be further from the truth! Rabbot is intelligent, cunning, and fond of telling jokes.
Mechanically, Rabbot is a roboticist operative with the ghost specialization. She’s prone to quickly building barricades for cover and protection, before slinking off to another location entirely without anyone noticing. She’s exceptionally good at acrobatics, disguise, stealth, and sleight of hand, and is a fair judge of character. She’s a solid pilot and engineer with a preference for tinkering with mechanical devices over computers. Rabbot fights with an azimuth laser pistol and is my seven-year old daughter’s character.
My daughter is the driving force behind us playing Dead Suns in the first place, and finally bringing it to the table. Her absolute love for Rabbot and her companions, and passion for the game is absolutely astounding to see in one so young. She’s thrilled to share Rabbot with all of you!
The next person to join the T’Kesh: Killer Chef crew was Nubb, a snot-nosed goblin with a habit of sticking everything in his mouth. Yes, everything. Once experimented on by unknown parties, Nubb has an advanced AI installed in his brain which makes him exceptionally intelligent and good with technology. Of course, Nubb himself is exceptionally dumb, even by goblin standards, which makes the Nubb of today a strange mix of reckless stupidity, wanton destruction, and computer genius, mixed with bouts of astounding brilliance. Interfacing with his AI through a series of holographic screens transmitted directly to his eyes, Nubb is often seen poking randomly at the air and talking to himself, going through the motions of touching screens only he can see. Nubb works as T’Kesh’s editor, prepping the footage into episodes of her show, and transmitting them to the show’s producers back on Akiton.
Mechanically, Nubb is a cyberborn operative with the hacker specialization. He’s nimble, smart (most of the time), and a whiz with technology of all kinds. He fights with a survival knife, needler pistol, and a laser pistol, but the majority of his wealth is invested in the AI and computer installed in his brain. Nubb is my husband’s character and the resident trapfinder, disabler, and hacker.
Finally, we have Skitt. Skitt is a super helpful yellow skittermander that desperately misses the little ‘tummy mouth’ he was born with. It was so helpful for eating! And Skitt LOVES eating. Eventually he had a new one made and installed as an augmentation, which he thinks is really neat. Skitt met the crew of T’Kesh: Killer Chef on Vesk-6 and, after hearing the word ‘chef’ Skitt couldn’t help but offer them his friendly services! T’Kesh told him to get lost — over and over again — but Skitt was always good with people! So he cast charm person and her and she didn’t complain anymore. …For a few days, at least! And so Skitt became a member of the crew! He works cameras (usually accidentally filming his feet) and helps with dialogue (which usually results in scenes having to be reshot). T’Kesh fires him at least once a week, but his magic-friend-making-smiley-spell always fixes that up real quick! Despite the many ways that Skitt messes everything up, he is friendly, helpful, enthusiastic, and cheery, making him the cheerleader and emotional heart of the group. He loves to sing and dance, and can even talk to animals — a trait which T’Kesh occasionally makes use of on her hunts.
Mechanically, Skitt is a priest mystic who worships Weydan, god of discovery, exploration, and freedom. He has the xenodruid connection and knowledge of a variety of living things. His favourite spells are charm person, life bubble, and mystic cure, while his favourite zero-level spells are ghost sound, stabilize, telekinetic projectile, and token spell. Although Skitt carries a survival knife and a laser pistol, he much prefers to use telekinetic projectile to throw things around with his mind — always being sure to point his many hands at his enemies like guns and shout ‘PEW PEW PEW!’ at them. Skitt is my eight-year-old son’s character.
Yes, you read that right. My family of four made three operatives for an adventure path. All the characters are small and dextrous, and none of them are physically strong. Far from a balanced party, I know. But, you know what we’re good at? Skills! Haha.
The Dead Suns Adventure Path begins with Incident at Absalom Station. The PCs have just arrived on the station to meet with a dwarf by the name of Durovar Kreel, who is supposed to be their contact in the Starfinder Society. Unfortunately, he dies in the first scene and it’s up to the PCs to work with the Starfinder Society to solve his murder. This leads the PCs to joining the Starfinder Society, and sets in motion a series of events that will take them farther and farther away from their home in order to save the Pact Worlds.
When my family started playing this adventure path we were already playing in the Starfinder Society, and didn’t want our AP characters to be doing the same thing. So, we decided to make a few changes. Although the AP itself and its characters would remain the same, the organization we work for would have a different name and purpose. It’s name?
That’s a story for another time!
We’ll be back later this week with our first campaign update for Dead Suns: Busted Up Dreams! See you then!
My family and I would like to take the time to wish all of the fathers out there a Happy Father’s Day! We’d also like to remind everyone else to do something special for the fathers in their lives. (Don’t forget!)
I’d stay to chat, but I’m about to embark on an exhausting day! My family and I are off to the Red River Ex (a local carnival) to spend the day with my husband’s stepdad and family. For them, going to the Ex on Father’s Day is a decades-long family tradition, helped in part by the free pancake breakfast and free admittance today.
But, what’s inside Wayfinder #19? A lot! At around 72 pages for each issue, that’s a lot of free stuff! The articles inside offer new aliens, themes, equipment, and starships. In addition to player options, there’s plenty for GMs with adventure ideas, plot hooks, characters that can be used as allies or enemies, unique NPCs, and even a short adventure. Both players and GMs can make use of a ton of locations, personalities and gazetteers that are described throughout. To round things out there’s also songs, poetry, and fiction. And let’s not forget the awesome art!
Over eighty people contributed to this fanzine, from authors and artists, to directors and editors. My kids and I were both surprised and honoured to be among them this year. I submitted a ‘Weal or Woe’ article entitled ‘Victims of the Vat Gardens,’ as well as two themes, ‘Ghost Level Delver’ and ‘Scrounger.’ My seven year old daughter submitted ‘Galactic Rabbits’ and their smaller counterparts ‘Galactic Bunnies’ to the Alien Archive, while my eight year old son submitted ‘Radioactive Robots.’ Both of my kids have been showing off their creations to their teachers and friends at school, which proved rather difficult. First they had to explain what Starfinder and Wayfinder are. Haha. We’re all very proud. Their favourite part? Getting to see the wonderful art that was created for their monsters!
There was a lot that I loved inside Wayfinder #19. From player options and monsters, to fun locations and fiction, everything was really well done. My favourite player options were the many themes available, particularly the ‘Guttersnipe,’ ‘Laborer,’ and ‘Eyeswide Aspirant.’ I really enjoyed an article on the goblin hero-gods entitled ‘Blessings of the Barghest‘ by Joshua Hennington, with awesome art by Tyler Clark. There’s some really creative cortex options for mechanics written by Nicholas Flitter, which is sure to be a fan favourite. It’s accompanying art is by Paul Chapman.
If it’s gear you’re interested in, be sure to check out the ‘gloves of experience’ and ‘detective’s duster,’ magic items by Jonathan Hendricks. There’s also some snazzy new weapon properties, fast draw and low-velocity, by Adam Kessler and Nicholas Hite.
Starships. Some people love them and some people hate them. Most fall somewhere in between. Whatever your preferences I highly recommend you check out an advice article entitled ‘Making the Best of Starship Combat.’ The GM Guide, written by Hilary Moon Murphy, and the Player’s Guide, written by Brett Indrelee, are packed full of helpful advice for running and engaging in starship combat. This article alone is worth the effort of downloading the fanzine. It’s really great work. For those of you interested in more mechanical options, you’ll find many starships in this book, as well as crews and personalities to man them, and new build options. I particularly enjoyed an article on ‘Iceforged Ships’ by John Laffan with art by Beatrice Pelagatti. (You know you want to bring Winter Witches into space!)
There are a lot of cool new creatures inside Wayfinder #19, but my favourites (other than those my kids made!) turned out to be the trashbot, a CR 1 robot made of scrap, and the gelatinous z-sphere, a CR 3 ooze that can zip around even in zero-g. Oh, your poor low-level players!
My favourite campaign inspiration was an adventure seed entitled ‘The Show Must Go On,’ which was written by K. M. B. Kovalcik and features art by Todd Westcott. It involves skittermander pop stars who are in need of some help if they’re going to get to their performance on time. I also adored the many articles on Absalom Station itself, particularly ‘Ollie’s Option Bar‘ by Hilary Moon Murphy, and ‘Urban Myths of Absalom Station‘ by Alex Riggs.
Want less inspiration and more adventure? Check out ‘The Disappearance of Sector G17‘ by Paris Crenshaw, an adventure for 4–6 4th-level characters that tasks the PCs with tracking down an entire missing sector of the Spike. This adventure features art by Tanyaporn Sangsnit and maps by Alex Moore.
I hope you’ve enjoyed checking out the contents of the latest Wayfinder with me. If you happen to have contributed to it: Thanks! And if you’re thinking of applying for the next issue: I wish you the best of luck!
Update: The topic for the next Wayfinder Fanzine is Starfinder: The Diaspora! Stay tuned for more information.
There has been plenty of exciting news and sneak peeks from PaizoCon this year and, although PaizoCon hasn’t quite come to an end, we’re taking the time to share our favourite bits of news, spoilers, and previews with the world.
Pathfinder First Edition may be coming to an end, but that doesn’t mean there weren’t exciting bits of news and spoilers dropped at PaizoCon. So what was my favourite bit of information about? Midwives to Death!
Midwives to Death is the final volume of the Tyrant’s Grasp Adventure Path, as well as the final First Edition Adventure Path. The events of this campaign bring big changes to the world of Golarion, which will be seen in Pathfinder Second Edition. This information isn’t new. But what I didn’t know? Instead of the usual backmatter in this volume, all the Paizo developers were given two pages of space to create whatever they wanted to for First Edition. Two pages each to leave their final mark on the game. The last Pathfinder First Edition content! These 28 pages are filled with new creatures, archetypes, prestige classes, and character options. For example, Erik Mona created updated stats for Ostog the Unslain, and Owen K.C. Stephens gave the dwarven god Angradd some love with a paladin code and devotions. I am absurdly excited to see what the Paizo team has come up with. What a great send off!
Pathfinder Second Edition
There was a LOT of information, sneak peeks, and spoilers dropped about Pathfinder Second Edition over the weekend, and in the weeks leading up to it. Recently a new map of the Inner Sea was released, complete with some new nations and newly organized geographical and cultural regions. Notable new additions include New Thassilon, Oprak, Ravounel, and the Sarkoris Scar. During PaizoCon, more information was given on these regions and their organization.
Most of the spoilers regarding Pathfinder Second Edition were unveiled at PaizoCon’s Preview Banquet. The page layout for the new books all looks absolutely gorgeous, which is really exciting and so reassuring. Attendees were also given spoiler cards which contained a single spoiler on it for Second Edition. 100 spoilers were given out, with the promise of more if all of the spoilers are collected on Paizo’s message boards. You can also follow the spoilers on Twitter with #MyPathfinderSpoiler.
Perhaps one of the most exciting previews to come out during the Paizo Preview Banquet, in regards to Second Edition, is the announcement of the Lost Omens Character Guide and Lost Omens Gods and Magic!
Lost Omens Character Guide is a 136 page hardcover book that is the second release in the Lost Omens World Guide series, scheduled for release in October 2019. It will contain a ton of new character options, including new heritage and ancestry feats for every entry in the Core Rulebook, five factions with archetypes and other benefits of membership, templates to make faction specific monsters, and three new ancestries for player characters: hobgoblins, leshy, and lizardfolk! Honestly, it looks like an incredibly useful book, similar to the Advanced Player’s Guide, but with direct ties to the Lost Omens campaign setting included. Definitely going on my must-have list!
Lost Omens Gods & Magic is a 128 page hardcover book that is the third release in the Lost Omens World Guide series, scheduled for release in January 2020. It will contain information on the gods of the Inner Sea Region, as well as an index covering important information on the hordes of deities of Golarion, updated to Second Edition. There’s new domains, spells, feats, and other options to help players of all classes customize their characters. It looks awesome!
But, my favourite spoilers for Second Edition weren’t revealed at the preview banquet at all, instead they were revealed at a panel on the upcoming adventure paths. Sure, Age of Ashes sounds cool, and I’m thrilled to have dragons be the big-bad’s in that series, but the next one? Extinction Curse? That one’s really got me excited! The Adventure Path takes place on the Isle of Kortos, occasionally known as Starstone Isle, but doesn’t venture into Absalom proper. The PCs are all members of a travelling circus ready for their debut performance in a small town. Unfortunately, right before the performance begins the ringmaster turns up dead! The PCs need to take control, act as ringmaster, do their performances, ensure the show goes off without a hitch, and solve the ringmaster’s murder all at the same time! Throughout the campaign the circus travels with you, which will really help to shake up the social aspects of the campaign (both within and outside of your circus troupe). The Extinction Curse Adventure Path involves the history of Absalom and the Isle of Kortos, the legacy of Aroden, Aeon Towers, and troglodytes from the darklands. An added bonus? One of the volumes is called ‘Siege of Dinosaurs,’ and is written by Kate Baker. It sounds amazing! Haha. My son’s already planning his upcoming character for this one.
PaizoCon marks the debut of the new Pathfinder Society logo, which looks awesome, and some minor details about the upcoming season of Organized Play. But, my favourite sneak Peeks for the Pathfinder Society were actually released before PaizoCon, on Paizo’s blog. They’ve announced that the factions of the Pathfinder Society will be shaken up, with none of the old factions remaining in Pathfinder Second Edition. Instead of being outside organizations that work through the Pathfinder Society, the new factions are groups of like-minded individuals within the Pathfinder Society. As Tonya Woldridge said during the PaizoCon banquet, “Everyone is Grand Lodge now. We are bringing back our core values of ‘Explore, Report, Cooperate.’ ” The first season of Second Edition Pathfinder Society will be the Year of the Open Road.
This is an awesome change, that I can’t wait to see it take effect. There will be four major factions, whose stories will continue throughout each season of the Pathfinder Society Organized Play Program, as well as two minor factions. Minor factions will have special missions during the year they are released, but will not receive much attention in later seasons. However, these minor factions will still remain open for play and will not be retired. In addition, new minor factions will be added as the stories evolve. Although these factions are all new, most are lead by familiar faces. So far two factions have been announced. Horizon Hunters, a major faction led by Venture-Captain Calisro Benarry whose focus is on exploration, discovery, and the fame of its members. And Radiant Oath, a minor faction led by Valais Durant, a Pathfinder who has really been through the wringer! Haha. This faction has a focus on compassion, kindness, and redemption. Although they combat evil, they’re not as rigid or innately devout as the Silver Crusade faction of the previous Pathfinder Society. Instead, they hope to inspire small acts of kindness in all Pathfinders.
I love Starfinder. And there were some cool new spoilers revealed this weekend. My favourites include new details on the upcoming Alien Archive 3, which releases in August 2019. It includes 19 new playable races including turtlefolk, otterfolk, sapient bug swarms known as spathinae, sapient raptors, and Starfinder Society fan favourite: the morlamaw! There’s also tons of new monsters including the giant space tardigrade and the skittermander hunting stridermanders of Vesk-6. Finally, there’s creature companion rules which can let you have pets, mounts, and more! My kids and I have been hoping for rules for pets for a long time, so we’re absolutely thrilled!
Also exciting is the Character Operations Manual, which releases in November and includes three new character classes (the biohacker, vanguard, and witchwarper), themes, archetypes, alternate racial abilities for all core and legacy races, and two new roles for starship combat, including the magic officer! This is going to be one useful book.
On the Adventure Path front, there was plenty of information on Attack of the Swarm!, a military focused adventure path that pits the PCs and their fellow soldiers against the overwhelming menace of the insectile swarm. Following Attack of the Swarm! is a six-part adventure path that focuses on conspiracy theories, and ever-deepening mysteries that revolve around the unseen – aliens like reptoids and grey that walk among us, hidden from sight. This adventure path is called The Threefold Conspiracy and begins in February 2020. I’m very curious to see where this Adventure Path leads!
Starfinder Society Organized Play
Before PaizoCon it was announced that the next season of Starfinder Organized play would be the Year of a Thousand Bites! This season has a focus on the Pact Worlds and the effect that the Starfinder’s recent exploits and decisions have had upon the Society, and their home. It’s also rumoured to involve Lao Shu Po, often known as Grandmother Rat. The Year of a Thousand Bites launches a Origins with #2-00: Fate of the Scoured God.
But, as the Year of Scoured Stars comes to an end, so to do the missions of the current First Seekers, Luwazi Elsebo and Jadnura. And, when a First Seeker’s missions is accomplished, they step down, leaving an opening for a new First Seeker to take their place. That doesn’t mean we’ll be saying goodbye to Luwazi or Jadnura. They’ll still be around, as will their faction and followers. But, that does mean a new First Seeker will be elected. And who will it be? One of us. PCs who have achieved a certain amount of reputation within the Second Seeker (Luwazi Elsebo) faction were given the opportunity to acquire a boon that instructed them to send an email with detailed information about their character to the Starfinder Society Organized Play team. These characters have been examined and four of the team’s favourites will be introduced in a special scenario, #2-07. Said to be similar to #1-01: The Commencement, this mission will allow players to meet the potential candidates, perform minor tasks for them, and learn about their platforms and goals. Shortly after it releases in September a poll will go up on Paizo’s blog, that allows players to vote for their favourite candidate. The winner will become the next First Seeker, and their goals will influence the storyline for Year Three. Which is amazing! I can’t wait to see them!
Finally, with PaizoCon comes the launch of another Wayfinder fanzine. Made by fans for fans, this year’s issue is entitled ‘Destination: Absalom Station‘ and features a ton of new Starfinder content. Wayfinder #19 is a free download on Paizo’s website and is always an entertaining and useful read. This year’s issue is especially exciting for my family, as not only did I get an article and two themes into the fanzine, but each of my children (aged seven and eight) created their own monsters which were printed in Wayfinder #19s Alien Archive. So if you want some giant space rabbits to nibble on your PCs, and broken radioactive robots to stumble around the Ghost Levels of Absalom Station and Elytrio, (or just want to see what some creative kids can create!) be sure to give it a download. And even if not? Download it anyway! It’s free and full of awesome content!
This Mother’s Day my kids wrote me poems and stories, drew me pictures, cards, and books. My son even made me a coaster to hold my drink. And my husband? He and my children got me character art commissioned for my favourite Pathfinder Society character!
I’ve never had character art for a character of mine before. My kids and I have drawn pictures of some of our characters on occasion. And sure, a picture here or there might inspire us to make a character similar in appearance. But custom professional art? Unheard of! So it was with great shock and surprise I awoke to discover my family had somehow procured gorgeous art of my beloved -1 PFS character.
Clearly I have a wonderful family and am beyond spoiled. Today I’m going to share that art with you!
Introducing Danicka Raburnus and her vicious dog, Prickles!
Danicka Raburnus was my very first Pathfinder Society character. My -1. I had played Pathfinder, Dungeons and Dragons, and other RPGs for a long time before making Danicka, but she was the first character meant for organized play. She marked my entry into the Pathfinder Society, and was the first in a series of wonderful characters, delightful roleplaying, and exciting adventures.
Danicka is… far from perfect. When it came time to create Danicka I wanted to do something different. Everyone has characters who are attractive, intelligent, healthy, brave, and so on. People who are special. Heroes. They’re not all perfect, and many have a flaw or two, but they usually have quite a few redeeming qualities. I’ve got plenty, myself. So when it came time to make Danicka I wanted to create a character who was different than those I’d made before. Someone who wasn’t a hero. Who wasn’t special. Someone hopelessly flawed and regrettably forgettable. Someone who wanted to be special, who wanted to be the hero, but just wasn’t.
I have a soft spot for making, strong, independent, female characters. I love playing half-orcs and dwarves. I love bards, rogues, oracles, and sorcerers. Adaptable characters with a flaw or two, and a bit of a scoundrel’s streak.
So I went out of my way to make Danicka different.
I made her a wizard, which I rarely do. And I went out of my way to make her as unremarkable as possible. She has an archetype that prevents her from having a familiar or an arcane bond––qualities that make her feel inferior to her fellow wizards and spellcasters. She learned spells that are visually unremarkable. No fireballs or flashy magic for this girl! She was intelligent and wise, but too shy and nervous to speak her mind.
I never use complimentary words to describe her. I don’t call her pretty, or fit, or athletic, or slender. She’s not even skinny. She’s scrawny. Boney. Her hair is frazzled, limp, plain, or mousey. Her skin is not like porcelain, or alabaster. It’s pale, freckled, and ink-stained. Her clothes are nice but ill-fitting, out of fashion, and in dull colours. She doesn’t show off any skin, covering herself from neck to fingers and toes. She doesn’t even wear nice boots, just flimsy cotton shoes that flop and squelch wildly whenever they get wet. She wears a floppy hat on her head. She has poor vision and wears plain spectacles.
It’s not that these qualities are undesirable or unattractive. They’re not. It’s that I designed her to be average and blend in, and that I describe all of her qualities in as uncomplimentary a fashion as I can.
She shrieks in battle. Gets queasy. Stammers, stutters, whimpers, and whispers. Her efforts to make friends are awkward and almost always end in failure. She’s shy and meek. Easily scared (often terrified!). She faints on occasion (though never in a way or at a time that would hinder her mission or the game). She’s weak, awkward, and extraordinarily clumsy.
But amidst all those awkward and oddly endearing qualities, she’s a hero. Not outwardly. Certainly not obviously. But she’s a good person. She won’t take a life. Ever. And she won’t condone it from her allies. In fact, wanton violence, destruction, theft, and other illegal deeds are among the only things that she’ll speak out against. She’d rather remove an enemy from a fight than cause someone harm. I gave her merciful spell as a feat to ensure her few damage dealing spells aren’t lethal. She’ll stabilize unconscious enemies, hurl herself into danger to protect someone else, and is always the first person to offer healing potions to the wounded. She’s generous and kind. She won’t lie and always gives her enemies a chance to surrender.
So, who was Danicka? Where did she come from? And what make such an ordinary, meek woman want to be a hero?
Danicka was born to a hero. Her mother, Portia Raburnus, was a wizard of great renown who helped saved the city of Magnimar not just once, but on three occasions. Danicka has always wanted to be just like her mother, and grew up studying the arcane arts. Her mother passed away five years ago, right before Danicka began her formal training at the local magical academy, Stone of Seers. Danicka always keeps her mother’s arcane bonded item with her—a highly decorative quarterstaff that looks remarkably like a broom. She had hoped to use the broom as her own arcane bonded item, but could never manage to make it work.
Danicka did well in school, but despite her academic achievements she was constantly overlooked—for Danicka was ordinary looking, and incredibly shy. Regrettably forgettable. Most people don’t even remember Portia Raburnus had a daughter.
Danicka’s recently graduated and set out to finally prove herself brave and bold! A hero, like her mother! She marched right into the local Pathfinder Lodge and demanded a job. Unfortunately, her demand came out a nervous whisper and they hired her as a maid. But, sweeping the floors used by bolder souls with her mother’s broom isn’t enough for Danicka Raburnus! She’s going to prove herself one day! Maybe after she’s done cleaning up the common room…
Danicka is incredibly shy. She speaks rarely, and when she does its in a whisper. She’s constantly trying to work up the courage to be louder, to make friends, and to do something, but her attempts at friendship always come out in awkward stuttering bursts, and her attempts to speak her mind end up with her randomly yelling something (and then losing the courage to finish). She’s easily embarrassed and was bullied on occasion in school (when her classmates could be bothered to remember she was there).
Danicka studies hard and loves to learn new things. She knows she’s a young woman of many flaws and is trying desperately to change. She wants to be brave and bold, but has yet to break out of her shell and really be herself.
Mechanically, she’s a wizard with the exploiter wizard archetype that’s a member of the Silver Crusade faction of the Pathfinder Society. She took the traits tireless logic and volatile conduit. Her beginning feats were eschew materials and merciful spell, although she later added spell focus (enchantment). She’s knowledgable and speaks a wide array of languages. For her first exploiter exploit she chose energy shield, although she never had the opportunity to use it until many adventures had passed. Some of her most commonly prepared low-level spells are daze, detect magic, read magic, comprehend languages, mage armour, shield, sleep, and merciful ray of frost or merciful magic missile. In time she learned that outsiders and undead were a threat her non-lethal methods couldn’t handle, so she started carrying a lethal wand, a few lethal scrolls, and some holy water around to combat such irredeemable threats.
I had intended to keep her a wizard for the entirety of her career, but along the way, things changed. Danicka changed.
After Danicka’s first mission in the world of play-by-post gaming, she was invited to join an ongoing campaign run by the delightful and incredibly talented GM ShieldBug. For a wonderful seven scenarios she had the pleasure of playing in a consistent group of awesome players. Her companions were very different from Danicka. Some were weird, some were liars, some were scoundrels, and most were violent. They pushed her buttons, shoved her out of her comfort zone, tested her morals, and urged her to change. With them she found her backbone. She found courage. She faced peer-pressure and discovered that there were things worth fighting for, even if it meant standing up to your allies. She made friends. She made enemies. She made mistakes. She became a hero. She saved people and towns.
Mostly, she was embarrassed.
But it wasn’t only Danicka that changed. Her friends did, too. She made them better people. And they made her brave.
On one of her adventures she was forced to interact with terrifying, man-eating, Thuvian desert dog. Miraculously she bonded with it, though it terrified her to no end. Later in the scenario she was forced to face the dog in combat, and she managed to convince him to stand down. The mission came to an end and I was faced with a turning point. Move on? Or keep the dog?
Danicka kept the dog. She named him Prickles, for his spiky fur (matted with the blood of his enemies) and terrifying demeanour. Although I could have just bought a dog and remained a wizard, I chose to multiclass Danicka into druid. I selected another understated archetype (the wonderful wild whisperer!) that removed some of the flashier of the druids abilities and replaced it with investigator’s inspiration and talents. She began to take ranks in handle animal, and survival. She used her druid spell slots to prepare healing magic. She took the feat boon companion, and statted up Prickles as a wolf.
Danicka spent the next while attempting to tame her vicious dog. I took great glee in role-played her fear of her own pet, and her worry that it will hurt someone. Prickles is clearly the alpha of the duo, but he usually listens to Danicka’s pleas. That said, out of fear, Danicka never tells Prickles to attack anyone. She’s too afraid she won’t be able to stop him from killing. Instead, she orders him to stay by her side. Mechanically, Prickles has the bodyguard archetype. He’s always on ‘defend’ and won’t enter a fight unless Danicka is hurt. However, if she’s hurt he flies into a rage and attacks whoever wounded her until they’re dead. Usually Danicka hurls herself between the enemy and her dog before they are devoured, but once or twice Prickles killed something––an event which filled Danicka with great regret. For his part, Prickles is used to his ‘pet’s’ panicked shrieks and mewling. But he’s incredibly territorial and won’t stand for anyone touching his ‘pet.’ Not even her allies. He’s a bit cantankerous, and won’t take ‘orders’ from anyone other than Danicka. And he only listens to Danicka if she begs.
All in all, they’re a comical pair, with my shy wizard desperately trying to handle her overwhelming pet.
On her most recent missions, Danicka’s had to bid her old friends farewell. She’s gone on new adventures with new teammates. Only Prickles has remained by her side. But, despite the distance, it’s her old friends that continue to drive her and inspire her. Mhazruk Kruhl and his terrifying familiar Needle, the burly Yaiho Crasher, the tap-dancing escaped-slave Forrest Glavo, the eccentric Arin Qualnoh blessed (or perhaps cursed) by the gods, and Brock Swiftread, a scoundrel if there ever was one. They’re the closest thing to family she’s ever had.
So here’s to Danicka and Prickles, and all the people and characters who have made her who she is. Here’s to the people who have GMed for her and played alongside her. The people who have put up with her panicked shrieks and bleeding heart. Here’s to my family, who brought one of my very favourite characters to life. And here’s to Joe Nittoly, the amazing artist who drew her. Thank you! Thank you! And thank you again! You’re the best!
And here’s to all of you, for taking the time to read about one of my favourite characters. Maybe I’ll see you around a PFS table one day.